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023: Emerald Escapade - cstutor89

Complete

Ok, I gave this one a try.

I like the atmosphere, but as I went through the stage there were a number of small issues that, as they added up, started to detract from the experience.

For example, I know those spikes were insta-death in Yoshi's Island, but it feels like overkill in SMW, especially in the dropping ceiling section. I'd say merely hurting Mario is enough.

Also, I found myself wondering if you were using the arrows too much. It's fine to make them the focus of the level, but I feel like you hardly use any other enemies, and by the time I reached the third section, I was beginning to tire of them.

In the first area, I don't know if monty moles are the best enemies to use, as they frequently get stuck in lower areas that you can then jump over with ease. The two on screen 2 are also kind of odd in that they spawn off-screen a bit as they hop up, making them a little hard to see at first.

On a side note, instead of laying the bricks out half-piece by half-piece, you should make a two-square-tile piece in Map16 so you can cut down on tile usage. As it stands, your level's going to take up a lot of space in the ROM.

Oh, and the arrows push Mario back even when he's recovering from a hit, which I thought was a little odd, but see what others think, too.

In the second area, the general darkness combined with the color similarity in the FG/BG makes some blocks hard to see...or at least, I think so.

Finally, this might just be me, but I thought the fact that the arrows actually knock Mario back was a little weird in practice.



Some more specific comments:

B4
0: This would serve as a nice introduction to the arrows if Mario had not already encountered them in the previous section...I'm not sure why you put this here, specifically.

2: Nitpicky, but are these 'M' blocks strictly necessary? They look awfully out of place to me in this level.

3: The coins kind of suggest that you should do a full-speed jump to clear this gap, but if I understand correctly, the height you gain from such a jump is randomized and isn't always 6 tiles high. I guess if players know to spin-bounce on the bowling ball (which, by the way, looks weird when it doesn't rotate) it should be ok, but this jump gave me pause.

3/4: I know Kojeco's level uses crumbling bridge tiles, but that's pretty far away from this one, and I think you should reintroduce them in a safer manner, so as to refresh players' memory before continuing. Otherwise, I have a feeling players will be (unfairly) caught off-guard.

4: The arrow shooters sometimes seem to cancel each other out, which makes their rate of fire kind of erratic. Not a good thing when you're demanding precision. Also, the p-quarter affects the late vine block, which I personally thought was kind of annoying.

5: I feel like there should be a bit more vertical space between the two shooters here- that way, players could jump on the lower tier without getting hit by the upper arrow.

6: See 2.

7: Maybe I'm just tired of seeing p-things, but reliance on them here seems kind of underwhelming. Up until here the level has a nice sense of environmental danger, and then these global tiles crash the party, if you take my meaning.

B-C: Might just be me, but I didn't like this too much, either. Too much precision to squeeze into that space after the triangles, and then you have to wait a full p-quarter cycle just so the koopa doesn't fall off prematurely or get killed by the shell. On top of that, this kind of setup doesn't sit well with me to begin with because it's exactly the kind of thing you see in run-of-the-mill switch palace "puzzle" levels. Also, see 2.



B5
Overall: What I find weird about this section is that, even though there's a message box explaining the situation, the danger isn't visually immediate, and if you dilly-dally until the ceiling spikes actually show up, by that point it could be too late. Overall this area seems to demand a lot of precision, even trial-and-error, and I felt like I was rushing and stumbling through the whole time. I kind of expected to see more on/off blocks so I could reverse the ceiling's movement, but no dice.

Also, you can't see the swoopers. This was fine back in one of the Bowser's Valley levels from the original game because you didn't have an irreversible insta-death ceiling bearing down on you the whole time, but here it makes things seem unfair. In addition, some of the arrow setups, especially on screen 4, make me just want to tank through out of urgency instead of thinking about how to make it through unscathed.

Oh, and maybe it's just me, but the color of the chains seems a little bright compared to everything else.



B6
Is that clear block supposed to be the normal exit? I kind of expected it to be in a different sublevel altogether, and for the newly-activated blocks to bar access to the switch area the second time around. That's probably just me, though.
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Lots of good feedback from AxemJinx. And I have no problems changing it up and fixing parts that are repetitive or not as great.
There are definitely some things that I will remove.

Quote
For example, I know those spikes were insta-death in Yoshi's Island, but it feels like overkill in SMW, especially in the dropping ceiling section. I'd say merely hurting Mario is enough.


Yeah, I was thinking about it as well, I probably will change those spikes on the top to act like normal spikes that just hurt Mario.

Quote
Also, I found myself wondering if you were using the arrows too much. It's fine to make them the focus of the level, but I feel like you hardly use any other enemies, and by the time I reached the third section, I was beginning to tire of them. In the first area, I don't know if monty moles are the best enemies to use, as they frequently get stuck in lower areas that you can then jump over with ease. The two on screen 2 are also kind of odd in that they spawn off-screen a bit as they hop up, making them a little hard to see at first.


Okay, let me go through the list of custom Desert sprites and see if I can add new sprites and delete some of the arrows.

Quote
On a side note, instead of laying the bricks out half-piece by half-piece, you should make a two-square-tile piece in Map16 so you can cut down on tile usage. As it stands, your level's going to take up a lot of space in the ROM.


Yeah, size might be a problem. Probably will fix this one.

Quote
Oh, and the arrows push Mario back even when he's recovering from a hit, which I thought was a little odd, but see what others think, too.


Yeah, I'm not sure how I would fix this one.

Quote
In the second area, the general darkness combined with the color similarity in the FG/BG makes some blocks hard to see...or at least, I think so.


It is at night and it is closed inside. I can make the FG blocks a little bit brighter but not too much more.

Quote
Finally, this might just be me, but I thought the fact that the arrows actually knock Mario back was a little weird in practice.


I have to see if other people feel the same way, but it's not too hard of a change if I need to fix that.

Quote
0: This would serve as a nice introduction to the arrows if Mario had not already encountered them in the previous section...I'm not sure why you put this here, specifically.


It's for the floor triggered arrow shooters.

Quote

2: Nitpicky, but are these 'M' blocks strictly necessary? They look awfully out of place to me in this level.


All of the M blocks here and in 6 will go away. IDK why I didn't get rid of them.

Quote

3: The coins kind of suggest that you should do a full-speed jump to clear this gap, but if I understand correctly, the height you gain from such a jump is randomized and isn't always 6 tiles high. I guess if players know to spin-bounce on the bowling ball (which, by the way, looks weird when it doesn't rotate) it should be ok, but this jump gave me pause.


I might just do away with that spiked graphics and just keep it as a rolling spherical rock.

Quote
3/4: I know Kojeco's level uses crumbling bridge tiles, but that's pretty far away from this one, and I think you should reintroduce them in a safer manner, so as to refresh players' memory before continuing. Otherwise, I have a feeling players will be (unfairly) caught off-guard.


Okay.

Quote
4: The arrow shooters sometimes seem to cancel each other out, which makes their rate of fire kind of erratic. Not a good thing when you're demanding precision. Also, the p-quarter affects the late vine block, which I personally thought was kind of annoying.


It might help if I reduce the number of shooters and only have 1 of them on the screen at a time.

Quote
5: I feel like there should be a bit more vertical space between the two shooters here- that way, players could jump on the lower tier without getting hit by the upper arrow.


I wondered about that, I think I will raise it 1 or 2 more blocks to make it better.

Quote
7: Maybe I'm just tired of seeing p-things, but reliance on them here seems kind of underwhelming. Up until here the level has a nice sense of environmental danger, and then these global tiles crash the party, if you take my meaning.


I could just do away with them and make it one continuous long chain of spikes.

Quote
B-C: Might just be me, but I didn't like this too much, either. Too much precision to squeeze into that space after the triangles, and then you have to wait a full p-quarter cycle just so the koopa doesn't fall off prematurely or get killed by the shell. On top of that, this kind of setup doesn't sit well with me to begin with because it's exactly the kind of thing you see in run-of-the-mill switch palace "puzzle" levels. Also, see 2.


Maybe I'll just make it a harder section for the coin.

Quote
Overall: What I find weird about this section is that, even though there's a message box explaining the situation, the danger isn't visually immediate, and if you dilly-dally until the ceiling spikes actually show up, by that point it could be too late. Overall this area seems to demand a lot of precision, even trial-and-error, and I felt like I was rushing and stumbling through the whole time. I kind of expected to see more on/off blocks so I could reverse the ceiling's movement, but no dice.

Also, you can't see the swoopers. This was fine back in one of the Bowser's Valley levels from the original game because you didn't have an irreversible insta-death ceiling bearing down on you the whole time, but here it makes things seem unfair. In addition, some of the arrow setups, especially on screen 4, make me just want to tank through out of urgency instead of thinking about how to make it through unscathed.


I could alleviate the difficulty by removing some of the arrow shooters since there are many of them. And changing the spikes would help me lower them a little bit so that they are visible from the beginning on.. Swoopers will be replaced by something else.

I don't think I will change the direction of the ceiling though because it is trying to actually crush Mario as in Indiana Jones style and it's the time to panic and get the heck out of there kind of scenario.

Quote
Oh, and maybe it's just me, but the color of the chains seems a little bright compared to everything else.


Yeah, I'll tint those.

Quote
Is that clear block supposed to be the normal exit?


It is supposed to be. Going to replace it later.

The switch blocks in this message box should be green, not blue.
I'm sorry, but I'm not good at SMW hacking, so I gave up on it. That means I'm leaving SMWCentral. Bye!
Originally posted by Woody
The switch blocks in this message box should be green, not blue.


I know about that error. Will be fixed.
I like the concept, but I found the level to be frustrating at times.


First off, the placement of those Monty Moles can irritate some people.


And I don't see why there needs to be so many traps there since all that's there are coins.


The real issue with the level is the arrows. While they are a nice touch, the problem with them is that the level feels a little tight, so it can cause a lot of problems.


I can barely make it if my jump is perfect. And I don't like that I have to spinjump off of a spiked boulder to progress.


The spikes are a little too close and can throw people off guard.


Too tight for arrows.


Again with the arrows.


Especially here. The timing is really unpredictable.


And here.


Again with spin jumping being required. I also don't like how it isn't clear that the spikes are instant death.


The puzzle to get the first SMWCoin isn't really bad, but I hate how the P-Switch timing has to be perfect here.


Now when I'm rushing through, these Swoopers in combination with the arrows can really throw you off.


And it's good that you made way for the regualar exit, but the problem is:



Right now, if you already got the switch you can still go down there, but you're stuck. But I assume that the transparent block is going to be the goal sphere.


Really unfair. Borderline Big Mario discrimination.


This section is even worse. The arrows fly so quickly, so it's difficult to dodge them, ESPECIALLY as Big Mario.

Final Thoughts: It really didn't feel like a switch palace level. It just felt like a desert ruins level painted green. And I found the difficulty to be too demending for World 4 at some points. This really isn't a complaint, but at the beginning of the stage, I find that you're able to fly up on top if you have a feather. I like that you put the ON/OFF switch inside the ruins so the player wouldn't get a free pass, but if you already got the switch, then you could just enter the pipe and be done. Of course you were already done with the level so it isn't too big a deal.

Personally I think you need to start over, with the same concept, but rethink the level design, but that's just me. Don't take this too personally, you've proven that you know what you're doing. It's just that I think the level could go in another direction.
I no longer have interest in SMW Hacking as I did when I first started several years ago.
Originally posted by TomPhanto
I like the concept, but I found the level to be frustrating at times.

Final Thoughts: It really didn't feel like a switch palace level. It just felt like a desert ruins level painted green. And I found the difficulty to be too demending for World 4 at some points. This really isn't a complaint, but at the beginning of the stage, I find that you're able to fly up on top if you have a feather. I like that you put the ON/OFF switch inside the ruins so the player wouldn't get a free pass, but if you already got the switch, then you could just enter the pipe and be done. Of course you were already done with the level so it isn't too big a deal.

Personally I think you need to start over, with the same concept, but rethink the level design, but that's just me. Don't take this too personally, you've proven that you know what you're doing. It's just that I think the level could go in another direction.


Alright. I don't have a problem starting over with the same idea as long as there are legitimate reasons. And with the difficulty being too tough, overabundance of arrows, and some annoyances with the arrows those are legitimate reasons. What this version does help me is at least establish a base to help me gauge what is too hard, what needs to be fixed, and what needs to be watch out for in terms of design.

The design plan for right now is first I need to reorganize some of the graphics that I made. The ExGFX content need to be moved around in the file. The mood/setting/colors/arrangement of the level will stay the same.

As for 23, I think I will make that area strictly a desert/outside ruins areas with desert enemies. I have to look at the custom sprites again and see what can be used or what will be most effective (other than monty moles) in the level without it being too difficult. Probably will get rid of the arrows in this part of the level but design wise stay the same (except for the moon - that will just be eliminated).

As for B4, pretty much the same enemies will still be here - bats, arrows, spikes, desert enemies, and still trying to add Pokey if possible. Puzzle wise a shorter puzzle for the 1st SMW Coin.

As for B5, spikes will be lowered 1 square to see there is immediate danger (but don't instant kill) and the spikes on the bottom will be replaced with a bottomless bit. The idea for the 2nd SMW Coin will probably stay the same as it will require a little bit out of the way work to get since the spikes don't instant kill anymore. Bats will be eliminated because they are just too big of a hazard and you won't be able to see them in time while avoiding the regular enemies, crumbling floors, and arrows.

I don't think I will change the switch area (B6) unless there's cutoff or some strange graphical errors. If anyone sees cutoff or something like that let me know and I'll fix it. As far the clear box is concerned, I should have made it very clear that it was going to be replaced with the goal roulette.

I know this is a long post, but I do want to make it as defined as possible to let people know what I'm doing and how I will continue on with this level. But I do appreciate the comments and feedback a lot.
Sorry, I haven't posted in a while. Ugh, the Christmas/New Years season was really busy for me.

I started over pretty much but this time tried to cut back on the amount of memory usage and figure out what sprites were best for this desert level. It was hard to find something that was strong and at the same time made sense for the world and its difficulty.

I decided to go piece by piece this time around. I've just worked on 23 for now and will modify that part first before moving onto B4 and B5. I've kept B6 the same and fixed the blue block problem from the message block.

The design layout is pretty much the same except this time there are no arrow shooters in 23 and in place of them there are dry bones, a few koopas, spinies, and desert cat enemies. No monty moles, I just couldn't figure out how to make them a worthy enemy without making them too complicated. I rearranged the ExGFX file a bit, deleted excessive items and added a few. Here it is right here:



Here's a video of 23 and B6: Video

Here's the IPS of 23 and B6: IPS

I will be moving the ON/OFF block to level B5 when I get that far.
Personally I like the new intro area a lot better. The sprites seem to work better overall and the arrow trap at the end there can segue into the shooters in the next section.

I also like the pillars more with those mini switches on top, and the obfuscating bricks are not overbearing.

Yep, keep it up, I'd say :b
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Thanks AxemJinx. Time for an update.

Okay, I have finished up B4 for the most part. SNN I'm going to PM for the password to the blocks/sprites. I didn't need it the first time around because I used the basic sprites and my own stuff but now that I'm using the desert cat enemies and fire-spitting piranha plants, I will need it.

As far as the level goes, I toned down the difficulty quite a bit as it was way too hard last time around. I did add a quicksand trap, un-guided grinders, and platforms (I think I mentioned it in at the very beginning) instead of the quick fire arrows. Arrow traps are toned down a bit from the last version. The puzzle for the 1st SMWC coin is a little bit easier and shorter than before.

If you want to see this B4 without the Desert Cats and with Messed Up Graphics Piranha Plants, here's the link. The Goal Roulette is also missing too I think. I'll update it once I have those things fixed. Hopefully this is a better version than the other one.

EDIT: I totally forgot but I did fix the arrows, they should be pointed the right way now. Okay, time for me to take a break from this for a little bit.

IPS (With Levels 23, B4, and B6):
IPS
The intro is as noted, quite good, and I found the way you now introduce the arrows with the two Goombas to be quite clever. However, I think some parts of this level still go somewhat overboard for the point in the game at which it appears.



Firstly, I'd say the spikes, as a rule, are too difficult to see in this area--here, for instance, it's not immediately obvious tt they're even present on this platform. Also, this jump is somewhat trickier than it looks--it appears as though there's plenty of room to clear the spikes from the rail platform's highest point (which the coins seem to likewise suggest), but there really isn't--the player actually ought to wait for the platform to sink down a bit (which runs some risks of its own due to the position of the arrow shooter). It almost feels as though the player's being given a false hint on how to proceed here.



The combination of the grinders, the ceiling spikes (which are again rather difficult to see), the fragile bridge segments (especially the alternating single tile arrangement on the far right) and the instant death quicksand here seems to be going a little overboard. I'd recommend at the very least making the spikes more visible, replacing the quicksand with spikes, and perhaps replacing the alternating tile setup on the right with something closer to the other two.

Also, I'm not entirely sure the blue/green distinction is the best way to differentiate between solid and fragile bridge tiles. It isn't, after all, especially intuitive that green rather than blue should be fragile, especially in a level in which most of the solid platforms are green, and I actually found myself forgetting later on in the level which precisely was which.



This setup might be more acceptable if a) it were more obvious that breaking one of the bridge tiles would cause the grinder to fall down (maybe put two there instead, to represent a hole which is more obviously the grinder's size?) and b) it were more obvious that the platform is a safe place to stand/duck. As things are, they player is too likely to think it necessary to jump up there.



This setup...lawdy. Firstly, the 1/4 P-block demands that the player hurry up here, yet the arrow shooters demand that they take their time (and really, that one at the top is pretty nastily placed vis-a-vis the platform even without the player being compelled to hurry, as it fires right when the platform reaches the top--possibly the worst possible place for it to do so from the player's perspective). What's more, the player can't afford to screw up on either front--the likelihood of being small at this point means one arrow will probably be fatal, and if the player fails to pass the brown block barrier before the switch runs out (and they almost certainly will, since it's not even obvious ahead of time what they're hitting the block for, or even that they absolutely need to do so in the first place), there's no second chances, as the platform is arranged in such away that it bars all access to the P-block once the player jumps onto it. In short, a good deal of accuracy (as well as a fair amount of foreknowledge) is required, and the penalty for a single false step is having to repeat the entire first half of the level again.



This is not necessarily a bad idea at its core, but there are simply too many elements in play here. Firstly, the arrow shooter. It has a weird interaction with the disco shell--sometimes the shell will destroy the arrow, sometimes the arrow will destroy the shell. Precisely which happens seems to be mainly luck. Honestly, I see no reason for this shooter to be here in the first place, as all it does is add an element of randomness. Secondly, the fragile bridge segment. It's very easy to destroy this beforehand without knowing that it's there in the first place, and certainly without knowing its significance in obtaining the coin. Secondly, it's quite difficult to arrange things so you can lure the shell down it such a way that you still have sufficient room to the left to avoid getting smacked in the face by it, but also enough room to the right so as to be able to safely run away from the shell while sill having time to jump over the bridge segment. Again, we have too many unforeseeable elements which demand too much precision with no warning, and, due to the midpoint the player very likely just hit dropping them off in the next section with no return, the penalty for screwing up a single step is not merely to have to repeat the first half of the level again, but to have to complete the rest of the level and then do the first half all over again (with the same penalty for another small mistake the next time round).


To sum--I can tell you're quite good at thinking up clever setups, but it's important not to make them too clever, so to speak. You're making a level in a game, not designing genuine security devices for an ancient tomb; it's not necessary to try to outwit the player three times at every step. An important aspect of design is knowing when to hold back and rein an idea in; a level, is after all, not merely a series of individual setups with a running theme, but also the overall interactions of these setups, and it's important to realize that what may seem comparatively simple in isolation will not necessarily seem so in the context of the larger stage. Tedious as the cliché may be, it's important to recognize that sometimes, less is indeed more.
Thank you SNN for sending the password. :)

As far as the comments that RN addressed, I have fixed a lot of those things. Here's the comprehensive changes I've made to them.
- Spikes are now much easier to see and are grey/dark grey in color.
- Removed the ceiling on the 1st platform to make jumping easier.
- Removed the sand and replaced them with spikes (on grinders)
- Removed one of the 2 grinders,
- The breakable floors are brown and the safe floors are green.
- The grinder next to the P-Switches are moved down to the bottom.
- The area with the double shooters and 2nd platform has widened.
- The brown blocks are moved to the optional 1-Up at the top.
- The puzzle has no breakable floor anymore.
- The puzzle's Yellow Koopa is replaced with a Blue Koopa.
- The puzzle also has a reset pipe.
- I've re-inserted the sprites so they should be correct now.

If any of these changes don't seem right I have a copy of the old version so I can start over there if I need to. I have worked on B5 and tried to make it as exciting as possible while not making it too hard (that seems to be my major problem). I will post the IPS down below at the bottom of this post. There's still some things I have to deal with like Layer 1 vs. Layer 2 prioritizing. Dialogue is okay right now but I'm probably going to rewrite some things. Anyways I probably will have time tomorrow to fix stuff but I don't know after that, my schedule is kind of messed up this week. I've got to sleep now.

IPS: IPS
On the whole, I'd say the first section is now far more in line with World 4 in terms of difficulty. The coin puzzle especially feels a good deal less irksome now. That said...



...Are these blocks really supposed to turn into petrified soft-serve ice cream? I don't seem to recall them doing that last time...

Regarding the second section--the first thing I noticed is that, strictly speaking, there's nothing compelling Mario to hit the ON/OFF switch...yet even if he doesn't, the "Ha-ha, get a load o' dis guy, he hit the switch, what a maroon!" message still shows up. This could, of course, be easily remedied by having some ON/OFF blocks barring access to the pipe.



- I think it might be worth lowering these platforms a little. As things stand, conditions tend to get rather cramped up here even if the player's making fairly good time.

- It might also be worth putting another powerup in one of the question blocks in this section.



- I found this final arrow shooter rather difficult to deal with, considering its speed and the fact that one is moving (much slower) in the direction of firing, with no real opportunity for a head start as such. I wonder if just having a normal block there might not actually be enough of a final challenge, considering how low the ceiling is likely to be at this point.

- Also, I think I have to agree with AxemJinx's earlier comment about how odd it is that the arrows send Mario flying across the room when they hit him. I didn't really notice it so much in the first section, but it becomes a good deal more obvious in the ceiling trap room, and I must say it feels like a decidedly strange thing for arrows to do.
Yeah, there's a lot of valid points brought up RN.

- I forgot to mention that I need to fix up the key block. I'll just move that spirit/flame guy to another tile and keep that tile blank 25.

- Yeah the pipe originally had ON/OFF blocks blocking the passage and it made more sense. I still want the ON/OFF blocks to be there, I just have to reorganize the EXGFX file and remove 8 tiles to get the desired result that I would like.

- I think I will put a mushroom somewhere in the level about midway to make it easy to grab and be helpful.

- I can move those tiles I think as much as 2 blocks.

- Maybe 2 small blocks might be a challenge since the ceiling is getting quite low (instead of the shooter).

- I can fix the arrows to not affect Mario's movement by removing 2 lines of code. I see the point where it becomes almost an advantage (but a bad one) to maybe take a hit and help you speed through the rest of Area 3. I think it mainly comes from the fact that Mario goes right-to-left. In the other way it would be a hindrance.

Probably in another post I can post up a fixed IPS. Most of these things won't take me too long to fix (I don't think?? then again something always goes awry for me ... ugh lol).
Okay, I've fixed up all of those things earlier today, just waiting for the 24 hour repost thing to end.

Here's the IPS to version 2.3: IPS

Things fixed in this version:
- When Lock Box is unlocked, Tile 25 appears in B4.
- ON/OFF blocks are placed in the transition room between B4-B5.
- Mushroom is added halfway through B5.
- Ground is moved down 2 spots (with some decorations lowered a bit.
- Arrows don't throw Mario around.
- As far as the challenge at the end, just a short hop over a block and a shooter.

Let me know if I need to fix other things as well.
As for the level's name:

Switch Search?

I got nothing because I'm bad at names since It's hard for me to think up a good name for this level.
I'm sorry, but I'm not good at SMW hacking, so I gave up on it. That means I'm leaving SMWCentral. Bye!
Here's a video for Version 2.3 of the IPS in my last post. If anyone wants to watch it: Video

Originally posted by Woody
As for the level's name:

Switch Search?

I got nothing because I'm bad at names since It's hard for me to think up a good name for this level.


Thanks for the suggestion. Um, I'm going to think of other names and see which one is best for this level.
I'd say the mushroom in the ceiling section appears a little too early to be all that useful, as the player's still likely big upon reaching that point; I might recommend moving it to screen 3, near the P-block, since it's immediately after this spot that the level really starts to heat up, so a bit of refreshment beforehand would probably be mot welcome.

Otherwise, I didn't really notice any issues. Of course, it might be nice to get some additional opinions on the level as well (hint-hint, all you mysteriously absent testers).
Ah okay. I've moved the mushroom down underneath the P-Switch. I guess I will put a post in the Level Testing thread to get this tested by others.

Thanks RN for testing this level. :)
The only thing i found problematic was the arrow shooter. It blends too much with the other
bricks that sometimes i get hit with out knowing what was the cause. Changing it to a
different shade of green might help. Other than that great level.
Originally posted by 2dareduck
The only thing i found problematic was the arrow shooter. It blends too much with the other
bricks that sometimes i get hit with out knowing what was the cause. Changing it to a
different shade of green might help. Other than that great level.


Ah, yeah someone else commented about the color too. I might go with Palette 5 and rearrange some of the colors in the block to make it standout a bit more. Thanks for testing :)

Complete