I imagine the fact that I can final test levels again means I should actually start testing levels again, eh?
This is the first time I've played the new version of the second half of the level since it was overhauled, and I've got to say, it's a definite improvement over previous versions, and feels much more like a logical continuation after the first section. As for the Mini-Puffer graphics...I would actually argue that they
do work graphics-wise. I think they fit well with the "trippy" environment without going overboard, especially considering the way they're used in the level. "Oh, there's a flying fish," the player thinks upon spotting the first one, "How curious, but then, this is a curious place." Then there's another...and another...and suddenly there's a whole swarm of them bearing down on the player, weaving in and out in their dangerous dances. It actually adds a sort of a subtle narrative to the second half of the level, with Mario struggling to fight his way through an increasingly frenzied block of flying fishoids, which I think gives the second half of level a bit more of the distinctiveness it was lacking before. So I'd say sure, keep them--they're an interesting touch.
The coin...It's a little easy, yes, but I'm not sure that's necessarily a bad thing, for several reasons. One, not all of the coins need to be super-difficult to get, even in World 9--having one be the comparatively "easy" coin is perfectly fine, and in tune with numerous other levels.. Two, it's located after the midpoint, but a good distance from the end of the stage--which means it's fairly far from anything which would save its being collected, making it a bit more difficult to
keep, if less difficult to get. Three, though not that difficult to get in and of itself, it's still a bit harder than it
looks to be at a glance, so what it lacks in absolute difficulty it makes up in deceptiveness, which is a perfectly legitimate strategy.
The rainbow pipes are fine, in my opinion. I like the idea of the outside sections as well, but I'd recommend changing the palette up a bit--as is, it's completely identical to that used Asteroid Antics, and that's no fun at all, is it?
Anyway, a few points which could still bear some change:
- I think the second section needs another powerup partway through (just a mushroom is fine if you're worried about the player getting a flower too easily)--it feels like too much of a marathon with just the one at the beginning. Since you're using a fast-pace autoscroll and small platforms (plus lots of bobbing and weaving enemies), the player doesn't have much time to think over strategies--they simply have to react, and it's inevitable that they'll make a mistake or two. As such a refresher, say, on the empty platform on screen 03, might not be a terrible idea, to allow them to get their second wind, so to speak.
- I tended to get hit quite a bit here on my initial attempts, even when knowing what's coming--that last Mini-Puffer, especially, tends to sort of come out of nowhere. Of course, I think this may have only seemed so problematic because it because it denied me my sole powerup--maybe it wouldn't seem so bad if we had a mushroom later, as suggested above...?
- This fellow's a little too deviously placed, I fear--he swings around bottom pretty much exactly when the block appears, and it's pretty much gone by the time he's out of range (and you only get one chance). Yet even if you know what's coming and are fast enough to reach the block in time, he'll still swing around just in time to perfectly obstruct the platform as Mario would be alighting there. Now, this can all be avoided by simply ignoring the block and spinjumping off the Mini-Puffer instead, but would most players think of that when pressed for time and with such little opportunity to experiment (especially considering this bit lies later in the level)...? I'm not so sure.
- Finally, the three disappearing block stepping stones at the end offer too little leeway, I think. The only way to successfully climb them is to start running a moment before they appear, which isn't necessarily obvious, nor something the player would be inclined to want to do considering the small size of the platforms. Like earlier version of the setup in the first part of the level, I think just a touch more room for error might be called for here (i.e. it should be possible if the play drops down just when the blocks appear, instead of having to anticipate them), especially taking into account the player's "exhaustion" at this point in the level.
On a minor note, make sure to deactivate the Dragon Coin palette animation before submitting the definitive version--it's still active in both parts of the level.
On the whole though, I think you've pretty much hit the right notes with this version. Just iron out some of those problems in the second half, and I think you'll be good to go.