Good to hear for now. As for what you've mentioned...
Originally posted by S.N.N.Wiggler jumping
I removed the Wiggler hopping and simply extended the Pipe Lakitu segment. I also included a couple growing/shrinking pipes in there as well.
Originally posted by S.N.N....positioning of the Rexes...
I replaced those two Rexes with a shelless Red Koopa and a Snifit.
I also noticed that the wall spring that should be there is missing, was there a Sprite Limits issue on your end?
Originally posted by S.N.N.The second cart has a habit of "flipping" because of the Jumping Piranha.
Removed the pirahna, and replaced the pipe with another block formation from my tileset.
I might actually touch up on the block formations of the entire level to make them look more interesting, like I have sort of done in my secret exit route.
Originally posted by S.N.N.Blind drop here, even if you're standing on the ON/OFF block.
I added a raised platform near the ON/OFF.
Originally posted by S.N.N.I'm sort of hoping you polish up the Bonus Magician's room a bit as well, since .. well, the overuse of Munchers there sort of irks me a bit.
Hmmm, would you prefer I use spikes instead of munchers?
A Mushroom was provided near the begining of that segment, so I felt I had two options here; either make the race completely devoid of harmful hazards and actually have more use for that mushroom, or actually provide some threats to make the player a bit hesistant to blitz through carelessly. I didn't really think I could make an interesting time race without any hazards, as it would either culminate into a maze (which could be a little unfair) or a course that required some form of platforming precision (which can be annoying). It's a timed race, there must be stuff that could slow you down. I might end up heavily redesigning this room if it gets a poor reception during further testing.
I'll probably have another .ips up soon, but right now, I'm going to sleep because I'm nocturnal and I'm typically up all night.