=========7NAMESAM========== --started using needashell at the spring jump in the beginning after death 319 --gave midpoint after the shell part after death 355 --reset after 357 (beaten) Deaths: 466 Difficulty: 14/20 --that middle section Familiarity: 3/10 Distinction: 8/10 Creativity: 6/10 Total Score: 31/50 Elaboration: I feel super bad for this level because the entire fun I had with it was overshadowed by the existence of that shell-carrying section. I really liked the idea of precise, short action segments based on a reliable timer (angry thwomp, switching death blocks, platforms going down/up), but the sudden change to the shell segment which is based on two timers (plant spitting fire, roto disc screwing you over) would've been much more enjoyable if moved to a "second half" with a checkpoint, so that the player doesn't have to re-beat the first portion over and over (the area after the shell section could in this case be moved in front of the shell section because that part is in line with the rest of the first half). I'm saying this because while learning the two timers, movement up the shaft and how to keep the shell going down I ended up getting more and more impatient and basically unlearned everything before it. The shell part feels like a huge change of pace. Instead of deciding when to go, you pretty much have one shot at the timer (from what I can tell), and something like this would work better in a dedicated second half, maybe with another challenge or two afterward. After checking the source level I noticed you solely focused on the first section of it. I think it'd have been cool if you incorporated elements from the other sections into your remake. Maybe podoboos from the castle section. As it stands, though, I have very mixed feelings about this level. The short, timer-bound high-action segments are incredible amounts of fun, but ugh. That part with the shell isn't fun. =========CHEEZ8========== Deaths: 194 Difficulty: 19/20 Familiarity: 10/10 Distinction: 5/10 Creativity: 9/10 Total Score: 43/50 Elaboration: Huh. Rearranging the level's obstacles while retaining the layout works surprisingly well for turning this particular level into a Kaizo level. The new challenges are clever and very tough to overcome without being frustrating. My only issue with the difficulty is the occasional ambush. Mainly the sidestepper after obtaining the boot in the second half. I really like the idea of having to carry your powerups past the obstacles presented in order to progress in the level. Couple that with the tight timeframe for escaping the lava and you did a good job at making 'The Successful Run' very satisfying. I personally would've wished for an approach more detached from the source material, as there's only so much you can do with what the original creator presented. =========KATAZUKI========== least fav Deaths: 21 Difficulty: 0/20 --boring, super slow paced --guessing game --invisible lava tiles at the end Familiarity: 0/10 Distinction: 2/10 Creativity: 0/10 Total Score: 2/50 Elaboration: After he finishes loading the guns, his smug smile turns into a wistful gaze towards the corner of the lake, his vision becoming unfocused as he leans back in his chair. Staring into the waves, he imagines the city he seeks — wandering through its invisible streets, getting lost in its beauty, the smell of salt water. The chair creaks, interrupting his reverie. His view snaps down to his army of Rex which he relentlessly fires into the lake. His smile disappears. Could it be that his unquenched desire has turned to a jealous rage and has manifested itself physically in his actions? Is the sad truth that he hates himself even more than those who are happy? Nah. He chuckles to himself in desperation and clears his throat, loading the gun with another three dozen of his kind. "One of these days, you'll find it. You'll find it!" =========MECHDRAGON777========== Deaths: 130 (B/W Bowser Ending), 33 (White Bowser Ending), 46 (Dagagsudasdars Coins), 209 (total) Difficulty: 3/20 +fun main path ---------everything else (you blew it) Familiarity: 3/10 Distinction: 7/10 Creativity: 4/10 Total Score: 17/50 Elaboration: Alright. Listen. I did have a nice review all typed up because I did enjoy this level and I thought it did some neat things. But look. There's some aspects about this level which overshadowed all the creativity in this level and put a whole twist on its difficulty, which completely ruined my fun with it. Before I get to that though, something general. I enjoyed the main path of this level which leads you to the switch. It has nice challenges in the differently designed rooms (which remind me of Rinkas;Conquest more than Sturg's postgame entry tbh) and the choose-your-own-path type of deal worked well with the level. The midpoint placement was generous and made sure the level didn't stop being fun. Overall, that path is an enjoyable ride and it alone would've gotten a way higher score. But listen. I go into the debugger. 4 stars. That alone is not a bad thing. What makes this bad is the way these stars are to be obtained: Star 2 is a secondary path which you can enter by taking a random path and which features the same penultimate section and boss from the normal path, putting a bad light on the creativity which flow into creating it. The boss is identical to the boss of the regular route, except this time you can't see anything and the floor doesn't extend all the way. Star 3 is a Dragon Coin star. Aside from the fact that Dragon Coin stars are the most disgusting thing you could do and even having one in your level makes replaying the level to find a star so much less fun, it means having to do this completely fine and fun level deathless while collecting 5 dragon coins which aren't always the easiest tokens to get. There's one more thing which makes this star a complete mood-killer: The first checkpoint is unavoidable and one of the dragon coins is placed before you get there. That means whenever you die past one of the two midpoints you'll come by on this mission you'll have to enter a different level to cancel out your midpoints, because avoiding them is not an option. Star 4 is... a leftover!!! There's no way to obtain it! That's gonna throw everyone off. As much as I would love to judge this level for its main path alone, I mustn't ignore everything surrounding it. On that note, please don't overdesign your levels. =========NERX========== Deaths: 47 Difficulty: 7/20 -short n' easy Familiarity: 8/10 Distinction: 8/10 Creativity: 9/10 Total Score: 32/50 Elaboration: I LOVE the idea this level has. Using the peach hover to bait your enemies and get them to where you want them to be. It works really well! I just wish this level did more with it, because it ended up being rather short and straightforward. Incorporating grinders, blaargs and fences from the original levels into some more complex scenarios may have helped this level do more amazing things. The last jump had me stumped for a while. I thought I needed p-speed from the small gap before it. I ended up jumping higher when pressing both jump keys at the same time. Is that really a thing? Seems incredibly obscure. Cool level nontheless. Shame it's so short though :p =========NESS-WEDNESDAY========== Deaths: 0 Difficulty: 0/20 --what better way to make a kaizo level than to put powerups everywhere and have super slow paced autoscroll and repetitive sections :D Familiarity: 0/10 Distinction: 0/10 Creativity: 0/10 Total Score: 0/50 Elaboration: B'loody Mary was standing there. "Hajimemashite gurl." she said happily (she spex Japanese so do i. dat menz 'how do u do' in japanese). "BTW Willow that fucking poser got expuld. she failed al her klasses and she skepped math." (an: RAVEN U FUKIN SUK! FUK U!) "It serves that fuking bich right." I laughed angrily. Well anyway we where felling all deprezzed. We wutsched some goffic movies like Das niteMARE b4 xmas. "Maybe Willow will die too." I said. "Kawai." B'loody Mair shook her head enrgtically lethrigcly. "Oh yeah o have a confession after she got expuld I murdered her and den loopin did it with her cause he's a necphilak." "Kawai." I commnted happily . We talked to each other in silence for da rest uv da movie. "OH HEY BTw, im going to a concert with drako tonight in Hogsmeade with mcr." I sed. " I need to wear like da hotset outfit EVA." B'Loody Mairy Nodded ENREGeticALLlY. "Omfg totally lets go shopping." tl;dr this is a challenge contest, not a fanfiction contest =========NIGHTSPARROW========== so like since I'm expecting this level to end up near the very bottom I'll just drop some info about the +, ++, - and -- you'll see next to my difficulty scores sometimes. They're pretty self explanatory: Things which I felt were worth pointing out in order to show you where I'm coming from. They're a bit meme-y and explained further in the elaboration so you could view them as a tl;dr. Hope you enjoy!! after death 526: added warp to bypass challenge 3 Deaths: 538 (527-538 without visiting challenge 3), 666 total (retrying 2nd half legitimately) Difficulty: 0/20 ----please let's not make kaizo based on rng. The skilled player should beat it, not the lucky one. Familiarity: 0/10 Distinction: 0/10 Creativity: 0/10 Total Score: 0/50 Elaboration: [img]http://i.imgur.com/ylNGbqt.png[/img] also the rules. =========PARMAJON========== Deaths: 188 Difficulty: 13/20 Familiarity: 10/10 Distinction: 3/10 Creativity: 3/10 Total Score: 29/50 Elaboration: I feel SUPER bad for the 25 points penalty for revealing the name/5 days late. I would've loved to see this compete fairly with the other entries. While this level felt like an umbra mission remix in some areas (guest bedroom, freezer, basement and to an extent the attic), it pulled off its remixes of the other areas REALLY well. The bedroom, garage and fish pond were lots of fun to play and really nice remixes. Certainly didn't expect that scrolling gimmick in the garage. Overall: Yup. That's chaos house. =========PIXELPEST========== Deaths: 714 Difficulty: 5/20 --invisible player tacked on because difficult -midpoint placement Familiarity: 1/10 Distinction: 2/10 Creativity: 2/10 Total Score: 10/50 Elaboration: This level immediately looked like... something. Somehow I didn't mind not being able to see the player character AS MUCH as other people might've. It put the focus of the level on figuring out a pattern and going with that, yet felt like a "oh just for the sake of it" way to increase difficulty. However, I can see this feature causing a LOT of early ragequits and I think the level would've been way more fun if the player was visible. It didn't take me long to figure out what level this was referencing, but at the same time I wish it would've done more with the source. The level specifically references the first third of the source level while omitting the rest. Truth be told, making a kaizo shmup wouldn't really fit with your general idea (though an invisible player shmup does sound interesting...), but I was constantly anticipating maverick thwomps and you didn't deliver. On the flipside, the level feels very coherent with the theme of precision jumps on enemies being carried from beginning to end. That being said, I would've preferred if the second half (everything after the janky screen transition) was constructed differently. I include the last jump of section 1 in my definition of the "second half" because it feels like the checkpoint should be placed in front of it, considering how easy the second half is otherwise (by comparison). Nontheless, back on topic! The second half seems poorly constructed overall. I like the little shell jump section, but there's a severe lack of indication of where you have to jump in order to not die. Even if the player makes it past the jumps on their first try, they WILL die because they can't anticipate a door appearing. Same goes for the boss entry. This is two unfair deaths which do nothing for the level. The boss fight (and last screen of section 1) drags away from what I like the level for: Giving the player time to look at their surroundings and plan their movements needed to overcome the obstacle in their way. It's too hectic and I would've much preferred another shelljump puzzle like past the chain chomp in section 1. That one was clever and fun. The boss fight not so much. =========RUMIS========== MY FAVOURITE Deaths: 46 Difficulty: 12/20 ++incredibly fun and trolly --easily exploitable Familiarity: 10/10 Distinction: 10/10 Creativity: 10/10 Total Score: 42/50 Elaboration: I should've kept my experience with this level on camera, because witnessing me slowly realise which level this is based on might be a fun thing to do. It didn't occur to me at first, but as the level went on you kept dropping neat little hints and realising which level this references was quite fun, especially considering how infamous the original is for its flaws. Enough of that. To the actual gameplay and stuff! This level was rather forgiving in terms of its difficulty by providing infinite powerup generators on multiple occasions. Unfortunately, the tanooki power especially allows the player to skip out on parts of the level entirely (especially if they get one in reserve too, to get past the spike trap at the end of the section). The level could be cheesed on other occasions, too. The end of the thwomp run can be easily skipped by spinjumping when passing the third wave of bullets and the saw puzzle at the end sometimes has the saw glitch directly into the plants when you mash the switch after missing your timing. Aside from those flaws I really enjoyed the large variety of obstacles you provided. There's a lot of creative challenges which never get repetitive (and always trolled me). While the level wasn't very difficult overall (due to the lack of powerup filters which are a few lines in lua but judging from your txt I assume you didn't know), I really adore the presentation and variety of the challenges, which were super fun to play through. =========SDACE========== Deaths: 22 Difficulty: 5/20 Familiarity: 3/10 Distinction: 7/10 Creativity: 9/10 Total Score: 24/50 Elaboration: What a nice change of pace to the original! I think this level really shines in its second half. Its first half is nice but it's missing all these moving layers the original level had and feels a bit dull as a result. The second half gets pretty interesting though by loading your moving platform with different hazards. I feel like the platform gimmick would've worked well in an environment with moving layers from the original, too. I think this level would've been a really cool and interesting (and difficult) kaizo level if you experimented more with that. Truth be told, there aren't too many items you can toss on these platforms, but maybe by having the player juggle with mushroom blocks between them (brainstorming) you could've created quite the creative and difficult challenge. As it stands right now though this level is rather easy and doesn't really do much with its source. The autoscroll gives you enough time to prepare for all the obstacles and there aren't any traps around which would give this the vibe of a kaizo level. It feels more like calm stroll through a world 7 or 8 level. Fun ride nontheless! =========SEPTENTRION-PLEIADES========== Deaths: 101 Difficulty: 10/20 ----Trapping people in squid-operated taxis and having them dodge malicious donuts and jellyfish rain is prohibited by law. Familiarity: 5/10 Distinction: 2/10 Creativity: 5/10 Total Score: 22/50 Elaboration: This level doesn't really do anything with the source level and it also makes the player want to quit playing SMBX forever right off the bat. Kind of a shame considering the second half actually plays kinda well. I ended up having more luck skipping the midpoint because the squid taxi section is kinda awful and something always went wrong. Also I swear I have seen this encounter with god somewhere before. =========SKULLDUG13========== Deaths: 17 (until Peach completed), 41 (total) Difficulty: 6/20 -most clips didn't feel good to play -peach midpoint issues Familiarity: 9/10 Distinction: 4/10 Creativity: 6/10 Total Score: 25/50 Elaboration: I feel like this level would've been more enjoyable if, instead of getting the player through the janky clips (yoshi, skull raft), it capitalised on using the smooth clips (shoe, p-switch) and was built around them combined with the moving layer attachment. The peach path felt smoother, but it suffered from some flaws: Once you hit the midpoint and die, there's no way to transform back into peach. You're forced to reset the midpoint as progressing as small mario is impossible. I also feel like one of the spikes near the end of peach's section is impossible to overcome when small. Using the powerup granted by the midpoint though, it's possible to completely skip this section and proceed to the goal. =========STURG========== -after a death in the third room (2nd midpoint area), the screen went black. Upon restarting the level, SMBX crashed. 193 deaths at this point. -upon reaching checkpoint 3 I have given myself a mushroom because I have no idea how to complete this section without taking a hit (E: After beating the level I now have an idea but I can't execute it because my midpoints don't reset for some reason). -the next death spelled doom to my run once more as the black screen glitch returned. This time I decided to reset my starting position to checkpoint 3 to give further sections of the level a chance. -godmoded segment 5 (lasers) at death 476, returned to retry that section legit after Deaths: 428 (sections 1-4), 998 (total) Difficulty: 16/20 --honestly if it wasn't for the buggy propeller, strict midpoint conditions in area 2 and 3 and black screen thing... +very much kaizo Familiarity: 10/10 Distinction: 10/10 Creativity: 10/10 Total Score: 46/50 Elaboration: WHERE do I begin. I'm a bit exhausted after this marathon of intense kaizo platforming. So I guess it'd be best if I just started at the very beginning and went through each segment on its own. The first segment was lots of fun. A short, difficult section which rewards you with a midpoint if you're good enough. I like the concept. The section isn't too demanding and mastering the section to obtain this midpoint is something I had no problems with doing. The second section gets a bit more demanding. I don't think I've ever actually figured out the intended solution to the key part. I just kinda did it on accident while panicking all over the place. The propeller block at the second toss can get a bit unreliable because SMBX likes to invert its X-momentum ever so often when it hits the ceiling. Having a bit more space upwards in that portion would've been nice to make learning the section easier. Now, judging from the 200 deaths I have spent on that section vs the 50 from the previous one (mushroom for each), I'd say that one's quite a bit more much more demanding than the previous. I would've preferred this next midpoint to not be behind a DLC-wall, especially considering the fact Segment 3 gets even harder and more confusing. I beat this segment, but couldn't figure out how to do it without taking damage (I later wanted to revisit this section, but PGE always warped me to the final midpoint for some reason so I only retried that), and my koopa and key tosses were getting rather sloppy already. Also, would be nice to have a suicide spike at the keylock because softlocking isn't fun. At this point it became rather obvious to me that this is a level best played in multiple sittings. Unfortunately, midpoints aren't saved over reboots (EXCEPT there's a weird bug with this level where the last midpoint NEVER resets apparently. WHAT.). The fourth segment, interestingly, is much more straightforward than the previous two. Probably my favourite, too. The change of pace when moving into the factory was nice and learning the section doesn't suffer from engine-caused inconsistencies. Section 5 was where the level officially dragged on for too long for me. I prefer this section over Sections 2 and 3, but it slides back into the insane levels of difficulty which drain the entire life out of the player so that the punchline of the entire level becomes just a "yeah whatever". I was stuck in this room for over 500 attempts, and while the concept is REALLY neat, getting the key-through-wall glitch to work reliably took a good 300 attempts (including messing up in previous parts of the section). Quite a shame that the length kinda ruined parts of the level imo. I really like how this level started and the challenges were really creative. It just.. went on, and on, and on, and with the very, VERY unfortunate "black screen" which sometimes popped up and completely wiped out my progress in the level, I just wish it didn't go on for as long. Still. REALLY liking the fast paced sections of this level and if it was just a bit more compact and more focused on item platforming than on item puzzle solving (I'm looking at you, section 3) then it might've been my favourite. Great level anyways. =========VERUCHAI========== Deaths: 37 Difficulty: 5/20 -"what do I do"-Bonus Familiarity: 10/10 Distinction: 2/10 Creativity: 1/10 Total Score: 18/50 Elaboration: I liked the idea of using damageboost as your main method of advancement, but I would've liked to see this level to really capitalise on that and go all-out with the idea, utilising powerup frames as well as power-down frames. Just throwing spikes all over the floor of the original layout is kinda lame. While the idea was neat, it also made it easy to just run past everything in some locations. The challenge of stocking up on powerups, getting to a tough spot and running past it isn't all that difficult once you identified the spot where you're stuck. =========WILLHART========== Deaths: 76 (First star & dagadadons), 22 (replaying + second star), 98 (Total) Difficulty: 13/20 -down button feels awkward -first half Familiarity: 10/10 Distinction: 7/10 Creativity: 8/10 Total Score: 38/50 Elaboration: This level is so cute!! It immediately gives throwbacks to the source level and does a very good job at adhering to it while still standing on its own. I LOVE how you kept little details such as the "Onward!" guy, the red paratroopa duing the ride and the fact you can still skip the entire level. Probably my favourite part is how the friendly and harmonic everything felt. The block snake gimmick made the second half stand out and is the main source of difficulty in this level. It's executed well, although kind of buggy (entering the climbing area will cause pokeys to glitch, NPCs also don't interact with them). Using the down button worked well as small Mario, but it turned the mushrooms found at the start and midpoint of the level into a handicap. I would've preferred the time button to be set to Alt Run. Feels less awkward and still lets you maneuver. Sadly, the first half of the level is rather forgettable. I don't think I've ever figured out the intended way to beat it, too. The random enemies in blocks were cute, but didn't really add any challenge (apart from most of them being red herrings). The last jump before the midpoint can easily be tanked with a mushroom without needing assistance of a pokey. This part of the level doesn't give a clear indication on how to progress. Lastly, there isn't really indication for being able to enter the pipe at the end. I just kinda did it by accident and got confused. Just thought I'd mention this. Really enjoyed this level though! I bet if the time key was bound to Alt Run you could pull off some more complex pokey snake shenanigans which give the puzzles a stronger "ooh I get it"-feeling and make the level more versatile overall.