First Place(s)
 Tyty
 Miasmir
Second Place
 Lunaria
Third Place
 Nicole
Other Designers By Rank
 Koolboyman
 Sukasa
 MM200
 BlueWhirl
 Paul Guy
 AlexAR
 Gabu
 Sine




Score Breakdown
AlexAR
Overall, this level had things that stood out, but was brought down by the length of the level. Using P-Switches to limit the time to access Yoshi-Coins, is a great idea! The constant roadblocks along the way though the level was not. There were quite a few places where enemy placement lead to Mario standing (or bouncing) around and waiting while an enemy walked or drifted away. Level design with P-Switch blockades also lead to a bit of running around that lacked any enjoyment. The lava-section overstayed its welcome, and could of been shorter or not there at all.

Overall, good ideas but a few mistakes. 0/(-5/+5) – Average
While playing through your level, there's quite a few places where I felt like losing control - namely the note block jump parts. It caused me to bounce wildly around and I couldn't finish my jumps. The choices made in this level were unpleasant for the player. There were a few spots where you basically had to wait till the enemies came out (Big Bullet Bills, green koopa) and enemies were placed in a way that made a few jumps harsh. The player had to wait for enemies to come out, which in turn felt like breaking the flow of the level. You had spots where you could freely run forward, then comes the gatekeeper Rex who doesn't let you pass for his magnificent size. The player is introduced to the note block jumping and P-switch ferrying early and in places that aren't exactly too hard for the player.

Final Score: -1/(-5/+5)
Final Total Score: -1/(-10/+10)
BlueWhirl
This is a great example of a core of a ghost house. The ghost-house section was great, and flowed smoothly from one section to another. The castle section had large open areas and a strange palette that really did not add much. The core of the level was great though, a few enemies could of been placed better, but overall it was a fun and flowtastic level.

Well executed idea. +2/(-5/+5) – Good
A straightforward level, no waiting, good pacing and control is not lost in any point. No dick moves made, easy to play and a good ghost house for an early world. Starts good, but after midway (most of the level) guuuuuuuuuuuuh, does not look nice after that. ismatching color scheme in the pipe (what kind of place is it meant to be?) It just feels totally out of place. Good challenge for a ghost house, midway felt empty and not too special but ghosts here and there was challenging for a normal level. Overall a good level, but THAT PIPE AREA IS ARRGH.

Final score: -1/(-5/+5)
Final Total Score: +1/(-10/+10)
Gabu
It was a good try for a first level. Popping into Lunar Magic, I saw the basic idea of what you had in mind for some areas I never reached. It never had anything terrible, but it did not really stand out. I'm sure next time you'll expand on what you learned creating this one.

Decent first try, 0(-5/+5) – Average
A straightforward level with no waiting. One major problem facing this level is major slowdown! There are hordes of enemies, while fair are still annoying. The colors and design were mismatched, and the pipe sky never really popped out. There was little reward and learning, dragon coins were not placed in interesting places. Interesting idea, that could of been executed better.

Final score: -1/(-5/+5)
Final Total Score: -1/(-10/+10)
Koolboyman
It's always nice to see a level that tries something different. The level has a consent theme that works well in bringing everything together. There are times however when things feel claustrophobic and chaotic. There are also times where jumping becomes difficult due to placement of level objects. While I am not a fan of the cut-edges school of ledge-design, I understand the feeling of what you were trying to get across.

A fun ice level, just a bit too stuffed. +2/(-5/+5)
While I'm not a fan of ice levels, this one was not too bad. There were few places where you were throwing enemies at the player and a couple annoying jumps. A well utilized ice level with the vanilla set, but there were a few odd things. Even with these minor problems the level was very pleasing to the eye. Sometimes enemies were placed to just be a roadbump. Powerups felt pretty nonexistent which is awkward in a long level with a lots of enemies. The level went forward smoothly and thankfully there wasn't too much backtracking when you were required to do that.

Final Score: +3/(-5/+5)
Final Total Score: +5/(-10/+10)
Lunaria
This level starts off with the player pipeing into a wonderfully saturated world. Strong bold color choice is a big plus. The stage direction here is great as well, with a water-area teaching the player about circle-moving platforms before continuing on. Some block choice was iffy, and the arches seemed out of place. I did enjoy where you hid the secret quite a bit.

Feels almost like it came out of the real game! +4(-5/+5)
A standard Mario level that looks extermely good from start to finish, a few odd blocks, but that has happened with every other level too. This can be seen around the spinners and the odd looking spines. The graphics flowed nicely, I did not find any secrets, so the level's flow never changed. The spinning platforms were taught nicely with water, so that the next ones were deadly instead. Introduced the player to how they work and added hazard to that. A very basic level with no surprises, which is not a bad thing, but perhaps there could have been a secret pipe?

Final Score: +3/(-5/+5)
Final Total Score: +7/(-10/+10)
Miasmir
Well, this is a Swooper-Pie of delightful candy! There are so many ways you can take in this level! This is what a late-game-level should feel like, not a bunch of random ideas thrown together, but real design that challenges the player without being a dick to them. Also, plenty of power-ups.

You're totally a developer! +5/(-5/+5)
A straightforward level with no technical problems. A few awkward places were where you had to drop down without any foresight, but otherwise execellent! Graphical-wise, the level was made exactly like a SMW cave level, which was an added plus. The level flows smoothly. I loved the different routes you could take and check what you could find there, it's always nice that you can make a choice and explore in a SMW level!

Final Score: +4/(-5/+5)
Final Total Score: +9/(-10/+10)
MM200
This feels like a first-try at a level. It has plenty of bumps along the way that makes it feel dragged out and not fun. I also don't care for how you can die very quickly just by standing still while starting. There is nothing terrible here, but nothing really stands out. I don't feel an overall theme at all. I look forward to seeing what you try in the future though! Keep on trying! 0/(-5/+5)
Editor's Note: Pandaren ran out of time, feel free to contact him for a more detailed breakdown.

Few dick moves, slightly boring level, graphics out of place, ran out of time first play, bricks everywhere

Final Score: +2/(-5/+5)
Final Total Score: +2/(-10/+10)
Nicole
What an evil place to place that last Yoshi Coin! I mean, this level is an interesting level that adds a secondary challenge of trying to gather all the Yoshi coins. It has a cool design using vanilla blocks to make you feel like you are going though a haunted courtyard/wreaked house. At points though, some of the layout feels a bit annoying for an auto-scroller layout. I enjoyed the premise, and I hope to see it tweaked a little if you ever use it in a hack. Consider laying off some of the stranger enemies?

Nice work! +3/(-5/+5)
A straightforward level, no waiting, autoscrolling levels should be taken very carefully though. The level does not feature any slow down or glitches. There were a few little dick areas here and there. Ending felt totally out of place, otherwise it felt like you were going through the yard and the insides of a ghost house. Some areas were a bit too distracting for my tastes though. Secrets were found (was deliciously fun, even with too many munchers) and dragon coins were challenging to get. Ending was very odd, pink and green in a ghost house? Also bullet bills randomly and fish randomly in a ghost house? Too much stuff thrown together.

Final score: +3/(-5/+5)
Final Total Score: +6/(-10/+10)
Paul Guy
Starting off the level gives a positive impression, you get this sense of a gloomy world. Then you climb up a hill with a bunch of enemies that you can slide-kill. Then you reach the end of the hill, so you JUMP!... and die from a silent bullet bill. The level overall feels a little rushed, with some places feeling just boring. Seeing lava and water placed like that feels very strange. Next time consider focusing on a theme.

The colors were nice! 0/(-5/+5)
Editor's Note: Pandaren ran out of time, feel free to contact him for a more detailed breakdown.

Dick moves, harder level than usual, colors seemed off, enemies seemed off, odd bricks seemed off, music seemed off, bland level.

Final Score: +1/(-5/+5)
Final Total Score: +1/(-10/+10)
Sine
This level is not that good. It's always nice to see a castle level, but this one starts off by leading you in the wrong direction to progress. It also has a blind drop into fire, and a couple of sections that are difficult and boring that do not bring anything unique to the level. I liked that you stuck to an enemy theme, but you never did use it in an interesting way.

You can do better! -1(-5/+5)
Editor's Note: Pandaren ran out of time, feel free to contact him for a more detailed breakdown.

Dick moves, harder level, some places impossible to advance if played wrong, still too hard, mistmatching blocks, graphical glitches

Final Score: -1/(-5/+5)
Final Total Score: -2/(-10/+10)
Sukasa
This is a level that could of really shined with some polish. I really do dislike that one of the first challenges is a boring P-Switch puzzle that once completed you can fall down and have to reswim all the way back around. I also dislike the fact that enemy placement can be downright painful at certain places. (Magikoopa+Twimp=Cursing). This level had style, and the water section was something that was cool. It could of used more freedom to choose where you swim. (There is also one fish I would like to see removed.) Also, the random screaming football player was quite the annoyance.

Needs more polish! +1(-5/+5)
A straightforward level with a slightly slower pace, but it doesn't detract from the level. The level does not have slow down or glitches. The level looks good graphically and the design is solid. The autoscrolling can be annoying but overall does not become a problem. The dragon coins were challenging to get, but I skipped a few of them - they weren't attractive due to the difficulty. Nevertheless, an excellent level. Good level overall with few odd spots.

Final Score: +4/(-5/+5)
Final Total Score: +5/(-10/+10)
Tyty
What can I say about this level? It's has a great layout and offers the player a fair path all the way through. I enjoyed that you were brave enough to give the player a feather. (In fact, I only found one feather in all of the hacks that I played — yours). I enjoyed the style and color choice throughout. This is a great example of a traditional level with a new twist.

Fuzzy-Tastic! +5/(-5/+5)
Editor's Note: Pandaren ran out of time, feel free to contact him for a more detailed breakdown.

Good level, graphics awesome, decent amount of enemies, odd sublevel, no mismatching, enough powerups. Yaaay!

Final Score: +4/(-5/+5)
Final Total Score: +9/(-10/+10)
Reviewer's Notes
Darkdata's Excel File | Pandaren's Full Notes