Yes, that's the title.
Level 105 starts you off right here. The gray pipe takes you to an underground bonus room...
Which is seen here. The orange pipe leads back into a small section of 105 that gives you a 1-Up, while crossing the turn-block bridge leads you to a powerup and a pipe leading to another bonus room with coins.
Or you can hop over the rope instead and end up here:
The P-switch opens up a coin block path to yet another bonus room. And there's yet ANOTHER underground bonus room with a Dragon Coin in it.
====
106 starts off a little more plainly:
But you can still go to this bonus room:
Or take this pipe to another, or follow the coins above it to a third.
Or stay on the main path and discover this:
I was really happy with how this landmass turned out:
====
You can also climb some vines in the Switch Palace. (And yes, I used the 16×16 editor to make those clear blocks act like cement blocks.)
====
103 sticks to the original palette as well, but clearly not to the same level design. It, too, has many bonus rooms...
...including one from a P-switch door. (This actually leads to one room, which leads to a second, then back to the main level.)
And because you might need it, that note block has a powerup to get the trampoline. Conveniently, if you still get hit by the munchers first, you can just use the note block itself.
====
102 requires the use of both P-switches:
But I hollowed out the land so you can see what you have to do.
====
====
The next level after the castle (whose picture I removed due to it being too big) is a cave using the chocolate cave palette. That one is also non-linear, coming to a dead-end. The goal is right above you in its own little "room", but you have to use a P-switch door to get to it.
====
I've already had up to before the castle beta-tested by someone on the forums, who only had a few minor suggestions here and there for improvement. I think I've done a good job at making the levels non-linear and interesting — lots of bonus rooms, alternate paths, etc. I've also been careful to check for anything that could possibly bring it down. As far as I can see, there are no death traps, graphic glitches/sprite limitations, cutoff, etc.
In fact, I'm thinking of making the plot line be some sort of dream, with things slowly deviating more and more from the original game (while still being vanilla). More varied palettes, tilesets, etc.
This is my signature and stuff.
Level 105 starts you off right here. The gray pipe takes you to an underground bonus room...
Which is seen here. The orange pipe leads back into a small section of 105 that gives you a 1-Up, while crossing the turn-block bridge leads you to a powerup and a pipe leading to another bonus room with coins.
Or you can hop over the rope instead and end up here:
The P-switch opens up a coin block path to yet another bonus room. And there's yet ANOTHER underground bonus room with a Dragon Coin in it.
====
106 starts off a little more plainly:
But you can still go to this bonus room:
Or take this pipe to another, or follow the coins above it to a third.
Or stay on the main path and discover this:
I was really happy with how this landmass turned out:
====
You can also climb some vines in the Switch Palace. (And yes, I used the 16×16 editor to make those clear blocks act like cement blocks.)
====
103 sticks to the original palette as well, but clearly not to the same level design. It, too, has many bonus rooms...
...including one from a P-switch door. (This actually leads to one room, which leads to a second, then back to the main level.)
And because you might need it, that note block has a powerup to get the trampoline. Conveniently, if you still get hit by the munchers first, you can just use the note block itself.
====
102 requires the use of both P-switches:
But I hollowed out the land so you can see what you have to do.
====
====
The next level after the castle (whose picture I removed due to it being too big) is a cave using the chocolate cave palette. That one is also non-linear, coming to a dead-end. The goal is right above you in its own little "room", but you have to use a P-switch door to get to it.
====
I've already had up to before the castle beta-tested by someone on the forums, who only had a few minor suggestions here and there for improvement. I think I've done a good job at making the levels non-linear and interesting — lots of bonus rooms, alternate paths, etc. I've also been careful to check for anything that could possibly bring it down. As far as I can see, there are no death traps, graphic glitches/sprite limitations, cutoff, etc.
In fact, I'm thinking of making the plot line be some sort of dream, with things slowly deviating more and more from the original game (while still being vanilla). More varied palettes, tilesets, etc.
This is my signature and stuff.