#\D+ Name ^ YT Desc * QC $ Award? COMMENT #53 Not Gaslighting Mario ^ Starts shitposty, but grows quickly! * Pass $ Deepest Lore Award This isn't a level. It's like four, so we gotta talk about all of them. * Peak Level Design: This felt like a shitpost and started my expectations fairly low. The fish fountain is kinda annoying, but the level peaks around the p-switch area. * Nothing to see here: A common name for levels in an LDC, usually just a terminus. Still felt like a shitpost with weird features and kinda random enemy placement * Second Castle: Where's the first? This is where it takes the gloves off. The two bowser statues combined with all the small obstacles was honestly peak. Very clever stuff. * Bouser: Map16 confusion. Still really good. Almost forgot about spinjumping. Clever obstacles. Peak shineyness around the p-switch obstacle. Boss was fine. Not a huge fan, but at least it only took like three hits. * M's Inner Monologue: Plot! Not sure we needed denomow, but damn. A good wrap up. Honestly, I think I had most of my fun in the back half, but I'm not sure the prank would have worked well if the first two levels hadn't smelled of noobishness. An interesting package. #57 A GRINDR ENCOUNTER ^ Listen carefully! Very carefully! * Pass $ Hear 'n Aid LP Award First play. Got the H, but had to sleep. I think I hate this. It's not badly designed by any means. Almost every obstacle makes sense and can be solved individually...except where the saws sound boxes overlap. Those are an inconsistent nightmare. I get the feeling that the hacker may have gotten really good at cycling through it, maybe always taking the same path when two are given. Not sure. Second play. Actually beat it. Some cheating. Long story short, I don't think I believe any of the bits were done out of cruelty. I found ways--painfully--to disambiguate most of the saw noises. Some bits still felt a little cruel, but definitely intentional. The donut block section in the second half where you have to spin jump to hear the saws was tricky. Hated the saw right past the switch block. As for the boss, this level did the thing I really kinda hate. I'm not a fan of beating long hard sections just to die to a boss that I need to figure out. Ended up turning on saw visibility (thanks Maks!) as my "save state" option. Even visible, the level holds up, which is nice. The boss is fine too. Maybe I need to work on my motion prediction. Prolly would help with Pinball... Yeah, I still think this level is stressful and hard to stream. Maybe I'll give it another shot offline. Second play: #42 Hunt the Wumpas ^ Even SMW supports the Wumpas Irradiation Compain now! * Pass $ QBASIC AWARD Classic! Absolute classic! Hunted a few Wumpases back in my day. I think my brother might have typed the whole thing in. Not sure. Anyway, it's a somewhat by the numbers port from the era of BASIC programs, but it retrains the simple charm. It's not the world's hardest game, but it was satisfying to bust out the pen and paper to solve it. Good choices on the aesthetics. Kinda wish the "super bat" was the giant swooper sprite, but the field of bats worked just as well. Good show! #15 OOPS! ALL BROKEN ^ Opps...shouldn't left it on the shelf where the cat could get it. * Pass $ Prolly not It's a nice romp with a few clever bits. Kinda enjoyed figuring out which sprite was which. Something about the firestream mole kinda weirds me out. A tracking mole/bobomb hybrid could be pretty cool, though. #4 Koopa City ^ The city I live in, the city of Koopas! * Pass $ Prolly not A pleasant little romp. Was actually a really nice break after the second session of A GRINDR ENCOUNTER. Lovely aesthetics and music. They fit well together. Kinda wish there were some more obstacles than just here's some Koopas coming at you, but this is a perfectly fine second level in a theoretical Standard: Normal hack. #49 Where's Wally ^ Why do the Brits call "Waldo" "Wally"? It's not a better name. * Pass $ Yes, but they should have to spot it in a giant image map before receiving it. I found him! Took some doing. Wasn't expecting a port of the infamous NES game, and I'm glad it wasn't. The first two screens got me a bit worried that there'd be a load of find the tiny pixel man, but you took it in a solid QLDC style direction.Except the maze. The maze was unsolvable. Found that quite disappointing. Still, absolutely loved it. A++ Would Wally again. #20 JRNY2BECOMDASTRNGST ^ Keep Rollin' Rollin' Rollin' * Pass $ Fred Durst Memorial Award Christ, this goes places. Loads of dialog. Two custom bosses. A gun ASM that isn't that one musket that allows for double jumping. Peter. Honestly, this level is pretty dang awesome...except the 105 edit. Dang level made my eyes bleed. If it wasn't for that, this'd be a straight 10/10. However, since I like my eyes not full of blood, I can only give it a Three Dollar Bill, Y'all. #51 Ninjer Toortlz ^ As the French would call them, "Tortues Ninja" * Pass $ Most educational Classic QLDC. Start with one bit of weirdness and amp it up. Loved the NES Turtles framing. Kinda wish there'd been more of it. The Duo Lingo stuff was funny, even if the bird died before I got to play this. The final section was weird. Took me way too long to learn to adjust my height, but I liked that I could choose the scroll speed. Nicely put together. #36 apothicons servant ^ Oh boy! I love fish fountains! * Kinda low effort $ Prolly not Kinda liked the shell riding. Could've done with more of that, but the best strat was usually just running for it. Fish fountain made everything kinda annoying and RNG. Not sure too much thought was put into this one. #48 Do You Mind? ^ I definitely do. * Pass $ Hat on a Hat Award This is a hat on a hat on a hat on a hat... Loved the first gimmick. Moving up and down frames was actually pretty cool and adding the switches to force the player to remember to set up switch state before exiting was a clever idea. Reminds me of the game Recursed where you enter chests that contain themselves and other such nonsense. The counting gimmick was kinda annoying, but not too bad. The screen covering is where this one got annoying, but it was still tolerable. The last section just kinda killed my enthusiasm. Reversing controls is just lazy and it sucks. Without that I might've toughed it out counting and swearing about stuff I can't see, but I just wasn't having fun any more. Too much shit to keep track of. I can see this effort and artistry here, but in the end, it's not for me. #5 An unlucky day ^ Yoshi and the Terrible, Horrible, No Good, Very Bad Day * Pass $ Prolly not Really thought the whole thing was gunna be about trolling away the chance to grow the Yoshi. Kinda wish it'd stuck with that theme, because the first half was funny, but the second half was played very straight. The push upward was funny though. Same for the final ORB troll. Nice little level. #3 Dislike Heaven House of Boo ^ Yes, very unlike Heaven. * Pass $ Prolly not Interesting choices. Without the music, I'd say this is almost a pretty normal level. Atma Weapon's theme being played on the world's least put together tape player was a good choice. Marking the kaizo blocks somehow didn't stop me from hitting them at inopportune times. Maybe because of the Standardness of the rest of the level? Not sure. The RNG egg spawns were cute...whenever they were actually RNG. Kinda wished that'd had a larger impact. #1 SMW-AF: Aesop's Fables ^ No sour grapes! * Pass $ Reading Rainbow Fun stories. Wasn't familiar with "The Horse and The Stag", so that was new and interesting. Loved the take on The Ant and the Grasshopper complete with Credence accompaniment. The Ant and the Grasshopper was definitely the most detailed. BRUTUS was awesome. Good adaptations. They were all enjoyable reads. #23 Bombshredder ^ Despite the name, no paper was harmed in the creation of this level. * Pass $ Bomberman Completionist Award Not gunna lie. I was pretty worried on the buildup. Loved the serious tutorial style leading up to the Kaizo demo...but so happy I didn't have to even try that. Bombing down the corridor was actually pretty nice and relaxing. Didn't even try do the staircase building. Sorry, just didn't think I wanted to spend the time. Kinda wished you'd gotten the final victory lap working, but it was still a cute level. #37 Jank's Paradise 1 ^ Man, I hate green beans. * Pass $ Cool Beans, Maybe You know, I never knew green beans were so versatile. Especially for making Mario fall through the floor. Kinda shocked there wasn't a screen wrap section, actually thinking about it. Level was just about the right length. Once I realized that the key to the whole thing was to always take the mean bean, life got a lot easier and far less questionable. Still, kinda hated the last setup. Well done for working under OLDC style constraints. #43 Egg ^ Goes places. So many places! * Pass $ Strimmer Bait Award I'll admit, the Undertale bit made me expect a very different level, but it didn't stick. Compound silliness of the type I really do expect from Seg and Donut. Didn't even bother hiding authorship, but it prolly would've been easy to guess anyway. Lots of cute little bits. I liked the painting Phanto Luigi thing. The cluster fishe were also clever. Kinda wish the whole thing was a bit more jointed, but it wouldn't have been as silly. Short, but fun. #54 Mario's URLAUB ^ So much fun I forgot to play! * Pass $ Prolly not In all honesty, I kinda got bored partway through. It's a cute idea and probably nostalgic for you, but ehh. If I wanted to watch a commentaryless let's play, I'd go watch one. Undeniably questionable. Level and Design? Not as much. #19 a simple wood ^ Shadowgate's back! In pog form! * Pass $ MYSTery Award -- Top 3 A whole point and click adventure game! Really loved this one. The first two puzzles came quickly, but that last one. Oof. Quite the Ursa Major that one. Really fun. Love puzzles. Definitely play this one if you're a puzzle person. Just make sure to bring your paper and pencil. #41 Klee, Gat that Punch! ^ Didn't even have to roll her! * Pass $ Prolly not Cute sprite level! Quite enjoyed figuring out how to place bombs exactly where I wanted. Was tricky, but very satisfying, especially when wall clinging. The coin collecting bit was a lot of fun. Kinda wish that'd been a larger part of the level rather than a victory lap. Dunna much about Genshin, but you hit pretty much all of it. Well done. #9 Run-off King ^ Not sure about King. Maybe should've aimed for Prince or Warlord. * It's questionable...but it's kaizo. Third section is straight up kaizo. $ Prolly not Coyote jumping is definitely questionable. Honestly, the first section wasn't too bad. Good setups. Second section had a good back and forth thing going...except for the boring bit right before the really effin' hard spinning platform thing. I might've ground that out instead of cheating, but I'm damn glad I did. The third section is straight up kaizo. It's just kaizo. No thanks. Not with the gimmick. Boss was creative, but just seemed cruel. I think your ideas have legs, but you really needed to cut back here. #30 Fuzzy Dash ^ Absolutely Radical Fuzziness! * Pass $ Most Radical Love the Fuzzy on a skateboard. Brilliant idea for an autorunner. Was kinda worried when the box mentioned a time limit, but it never got really close to a 90 second autoscroller, which was nice. Second half shook things up with the transformation to Flappy Fuzzy as well as adding in the speed boost potions. Kinda wish you'd played around with speeding up/slowing down a bit more in a third section or something, but what's here was really fun. Good job! #10 Super Little Guy That Can't Jump Very High ^ He's Just a Silly Little Guy * Pass $ Nobel Prize in Physics -- Top 3 The start was a cute troll. Never expect the playable title screen. Was worried at first. Most low jumping level aren't great and usually just make things you'd usually do kinda painful and jank. This level largely circumvented that. By going in the--largely--one screen puzzle direction, you've made the first low-jumper level I actually really enjoyed. But I like puzzles, so it's kinda easy there. Loved the escalation with additional mechanics along the way. The three rooms two pipes puzzle was ingenious. Reminded me of Recursed, which I almost wonder if you'd played. If not, play it. It's that good. Anyway, I loved the whole thing till the end--and even after with the bonus puzzle! Wished that a few weird bits of jank didn't happen, but whatever, it was fixable. Really awesome level. Will definitely be recommending this one to people. #34 FIND BLINKER FLUID ^ I prefer Boxes of Grid Squares * Pass $ Prolly not Cute level. Very standardy. Kinda wished you'd done more with the dragon coins, since they were all localized within the first bit of the level. The lava jumps were silly. The cave section was pretty fun. I've got a beef with your powerup gate though. Entering it big and riding a Yoshi kills you, which kinda sucks. Level's short enough that it's not a big deal. The OBSTACLE COURSE was kinda fun. Not overly difficult, but had a few fun ideas. Good music choices. #25 Mario Browses The Internet ^ Was a huge upgrade over my old 9600 baud modem. * Pass $ Eternal September Award I actually used AOL around that time... There was a trick where you would start the AOL browser and then just use IE or Netscape for your browsing. Good times. Anyway, loved the title screen and various aesthetics. Thought I'd be annoyed by the whole hack resetting on timing out, but the level was short enough that it wasn't. Really, I'd say the biggest issue was how simple it was. I'd've loved some more involved kinda setups rather than just going as fast as your modem could carry Mario. Ending troll was kinda funny. #28 Wacky Mountain Starring Knuckles ^ Knuckles is definitely seeing things... * Pass $ Prolly not Scrambling tiles is always a cute idea. Some of the enemy sprites were great, like the Starman Koopas. Always switching bad things for good and vice versa definitely messed with my head a bit, but wasn't too bad ultimately. Seeing what else was swapped out as the level progressed was pretty fun. The smiley coin Piranha Plants almost got me. Might've needed some dragon coins, even just for trolling purposes. But it was still a fun romp. #46 Arena Fighter ^ Kick! Punch! It's all in the mind! * Pass $ Kung Pow! Enter the Fist! Award! Oh god. You've managed to import the experience of playing Zelda 2 into SMW. That's...terrible. Like Ivan the Terrible. Impressive, but not something I want to be associated with. I found the hit boxes to be wonkey till I finally just assumed that it was the whole Mario body. Even then, punching some critters--especially the Disco Shells--was kinda painful. Once we moved onto sword and boardin' I found the hitbox to be a bit better, but the shield was kinda weird. Anyway, I don't think I had a lot of fun playing the level. Was pretty frustrating, but I can definitely appreciate the effort put in. It's seriously impressive. I'm just glad it stopped when it did instead of having like a 69 hit Bowser that throws hammers and bombs and fireballs or whatever. #21 Mario's Unspecified Quest ^ "Unspecified Quest" is nothing like "King's Quest". Kinda like "Space Quest", though. * Pass $ UnJumpman Award -- Maybe top three It's impressive just how far the hacker's taken this one gimmick. Airlocking Mario's speed in the air feels cruel...then I remember this is how his jumps work in the OG Donkey Kong. It's kinda fair. The water section was prolly the most evil. Only being able to swim straight up is so limiting, but you managed to find some setups that made it interesting. The autosroller was also very evil. Wasn't expecting the Magikoopa spawn along with the RNG ghost placements. Glad it tuned down a bit before the, frankly, befuddling ending. Really clever level. Well done! #44 Super Mario Worldle ^ Food% this hack. Think about it. * Pass $ Most Online -- Maybe top 3 Lovely concept using Geoguesser style online games as a template. I'd almost suggest you should make a Mario Guesser site. Have spots from random Mario games. Maybe even hacks. Could be cool. All I'm saying. There are some killers in here. Subareas I haven't been to in a very long time. Also mixed up the block snake levels. Even with some cheating, could only get to 25. Not sure if there's any ending. Will update with another playthrough if so. #33 ~ Sinus ~ ± Plus Minus ∓ ^ Mathguy: Your mission is to collect numbers that sum from one to ninety nine in each level, respectively. And beware the devious Mr. Glitch. He'll shove you out of the level, if you are wrong. * Pass $ Fields Medal I actually kinda liked this one...till about level 50. That being said, after a while I stopped trying to be smart about preplanning and routing around. It turned out that blundering around was faster...which isn't great for a puzzle hack. Maybe my arithmetic just isn't good enough. I dunno. Still, I did have fun for a while. Just wish there was something to shake up the pattern after so long. Some of the levels that had custom layouts with clever solutions I really enjoyed, but the grid with numbers seemingly randomly strewn about got tedious. Maybe adding more operators? Oneways? There's gotta be something. Just...as a puzzle enjoyer I left this one kinda disappointed. #31 Triangleful Heaven ^ Triangle Mario always beats Particle Luigi * Pass $ Right, but Triangular, Stuff Award -- Maybe top 3 Triangles...Mario's true nemesis. Always a bit jank and fiddly. Love the custom sprites. Triangle chuck and Swoleangle were great too. Fun little story. Both endings. Kinda wished there'd been an indication that getting over 50 affected the ending. Doesn't matter. Still cool. Lots of good setups and some fun variety. Though the infinite small triangle wall climb was pretty annoying. Anyway, really good level. #18 Galactic Colours ^ The colours Mario! The colours! * Pass $ Mario and the Amazing Technicolor Dreamcoat Award Solid concept using the different colours of terrain and pipes to throw the player off. Most of the setups were fine and fun. Really hate single tile water. It's just...not fun. Might just be me. Would have liked a bit more signaling in places where there were blindish jumps, usually around a Red Koopa or Amazing Flying Platform, but honestly, these are pretty small complaints. Solid level. #38 pesky greedy obese omnivorous lemons ^ The Pacman who ain't no Whack Man! * Pass $ Pac-Mania Award Jesus. This level truly explores Pacman in all his glory...maybe minus Baby Pacman's combination of arcade game and pinball machine. Honestly, almost any half of this level would've been a solid QLDC entry. I almost wonder if it's a bit too long. The least fun bit was definitely the large pacman section. Some of those bits were really hard to read. I even got softlocked right before the midway. Which I guess was fine. Start+select was enabled even if I didn't use that. Anyway, I kinda wish it'd been one or two sections shorter. The quiz bit felt out of place and didn't really make sense with the rest of the level. The ghost bit, too, kinda felt tacked on, but was at least closer thematically. Anyway, I still had fun. Good enough. #40 push button, receiv ^ Instructions unclear. The room is now full of health packs. * Pass $ X-DURABLY Award Puzzles. Love puzzles. Fun level. A few of the rooms were a little obtuse or contained unnecessary information. Kept looking at my Famicom controller hoping the colors would be important on all the wrong rooms. Gunna spoil a bit here. You got me in the coin snake room. Using coins as a marker was an interesting choice, but it definitely got me going down the wrong path. Same kinda thing with the directions the Koopas were facing in the Spiney/koopa room. Tripped me up. Other than those complaints, I actually had a pretty good time. Solid puzzles for the most part. Well done. #55 You are Just a Blue Switch ^ Do not press the yellow...wait a sec. * Pass $ John Madden Switch of Excellence -- Maybe 3 Dang, that was obvious. The gimmick is so simple, but works so well. My only complaint, really, is the Only Up Mutated Football section...and even then, mostly because of jank relating to those hitboxes or killing the football and then dying to it a frame later. Since Daizo already addressed that, I'm pretty okay with it. The Castlevania references were funny, and it was nice to shake up the formula with removing the L/R controls. Boss was fun. Was worried when I saw nine hitpoints, but he had some good tells even if I can't seem to listen. Really Questionable, but very good level. ALT TEXT: the issue with the footballs is I didn't include a specialized check to read if the sprite is dead or not since it's two separate hitboxes #6 Once in a Moon Room ^ When the Moon hits your Mario... * Pass $ 58 Moon Salute -- Maybe top 3 So very simple, but so brilliant. Moon rooms are such a staple of the LDC genre. Honestly, this, minus the silly bits at the ending, could've been a solid CLDC level. Anyway, love little room challenges, and it was nice that the level was up front that missing a few would be fine. I got them all, but it was nice to know you could choose your shots. The little rewards were a nice surprise as the level progressed. Especially the music box. Endings--all three of them--got a laugh out of me. Really well done! #35 Memory Leak ^ And I thought I'd used Valgrind correctly! * Pass $ Say You're Going to Give Them One and Totally Forget About Doing It Award Dear lord. This is not my kinda thing, but I have to respect the effort. Spot the differences in low light with creepy RNG things happening is a fine concept, but at least with my setup, an eye bleeding experience. There's a lot of subtle changes--some of which I definitely missed, none of which I'll spoil--and some I only saw like once. Definitely interested in how this one was implemented. #26 priority problems ^ Can't © Mario World * Pass $ John ©Ena Award of Excellence Messing with background priority. Classic. Was worried at the start that this could drag on and on, but it didn't. Good use of the various priority modes. "Funky, but worse" got a laugh out of me. Not sure about the jumpscare saw dude, but I liked that he shook things up. The final room was really silly, but I'll be damned if it didn't get a solid laugh out of me. Classic QLDC shenanigans. #7 Groovy Ground ^ Level terrain's taking a sports day! * Pass $ Bouncy Castle Award Attaching layer 2 to sprites isn't the newest idea out there, but danged if it's not still cool. Dunno why it's always bouncing footballs though--except when it's the third egg. Aside from the third platform, which always seemed to high bounce when I wasn't ready, the level was pretty navigable without relying too much on luck. I do think it might have been nice if it'd been a bit longer or explored attaching the layer to different sprites, but what's here is nice. #59 garbage dayb ^ I can't believe they replaced the key with Lakitu's head. What will his wife think? * Pass $ Trophy, But It's Just a Blue Mole Spawn Sprite Corrupted graphics aren't anything new for QLDC levels, but gotta say combining them with quizzes actually kinda works. The only issue I had was that frequently, I just wouldn't know the official LM names of some of the platforms, but that's not a huge issue. The translation table VRAM bit at the end was pretty funny. Loved the actual ending. It's a pretty simple level when you get down to it. Kinda wonder if it was done under severe time pressure... Doesn't matter. Had fun. #47 Obasan-Koroka ^ Oh look! Gunstar Heroes! * Pass $ NOT Cool XOR Cruel Fun level! I'm not sure if it was meant to be an homage to worldpeace's Cool or Cruel, but it's the kinda level that'd show up in a hack reenvisioning such levels. Liked the sprite variety. Loved the two bosses. There's something to be said for simple bosses between sections. Might have been miffed if I'd died and had to replay the level, but that wouldn't have been too bad here. It's a bit simple, but it's got some solid style. Also, love the world map. #39 FLY aka Breaking.Bad.S03.E10.1080p.WEBRip.x265.mkv ^ "I'd say this is horrifying, but its actually horri-fly-ing." -- FridayFables * Pass $ Small Baggie of Blue Sugar Candy with a Novelty Fly in It Award Christ, I definitely didn't fly through that one. Had to be informed about the reference, since I've only ever seen the first episode of Breaking Bad, but it seems to track the plot well judging by the random audio samples. First section was fun. Had some Getting Over It vibes. Second section was kinda painful. The floaty fly jumping combined with wind and some hard to read setups. Having a mushroom was nice, but you couldn't really call your shot with it. I wanted to use it to cheese the moving platform plus Ball and Chain bit, but it seems like you can't. Third section required a lot of pain and suffering to get just right. I get the feeling this hacker is more of a Kaizo kinda person. Guess I also wasn't happy with some of the important bits being almost off screen in the first section...and the mushroom eating block bit in the third section felt the same way. Challenging, and I'm so glad I'm not going to hear "turn the ventilation up" ever again. #24 Paranormal Mario ^ And I still haven't found Waldo... * Pass $ Boo Shroom Award Spot the differences! Never played a non-SMW hack version of "Find the Anomaly", but it seems like an interesting genre. Honestly, keeping the changes--and lack of changes--in my head was a bad way to go. Should've taken notes given there was no RNG. Kinda wish there had been. Would've felt more true to the horror genre maybe? Still kinda sad the Trash Can wasn't used for any change. But you definitely explored the space of the level you made, barring that object. #45 Mario Goes to Hollywood ^ Hollywood just ain't what it used to be... * Pass $ Academy Award for Best Cinematography -- Top 3, Definitely Loved it! All three sections used solid camera based gimmicks. The wobbly camera in the ghost house was hilarious, and had some good obstacles involving the camera's location as it bobbled around. The "death line" was a really nice touch to clue the player into where things were safe and where they weren't. The beer area use the classic underwater physics, but drove the point home with some funny coloring and drunken HDMA effects. Finishing with a portrait camera phone bit where you're timed by the battery was the cherry on top. Had a blast from start to finish. #2 The Intuitively Fun Dimension Castle ^ Wait...a Castlevania level without Bloody Tears? * Pass $ Bloody Tears Award Lovely lore. We need more Evil Lobsters in the world. We usually only have the Rock Lobster. Anyway, this level has a lot of lining-up-mutliple-cycles kinda gameplay--especially the Brazil section, which I'm not a huge fan of. What I can't deny is that the sublevel themes were really creative, though I think the Castlevania from Memory section was straight out of Boxman Tano. That part was kinda painful, even if I loved seeing Philip again. The autoscroller especially. I'm not sure why you felt the need to make everything a killblock instead of a hurt block in the slow moving section. It makes having an extra donut seem really superfluous. Just found myself confused by the choice here. Lastly, the big boss. I actually really loved the fight. For some reason, it reminded me a bit of Ecco the Dolphin, aesthetically. Was a fantastic climax for the level. Credit level was well done too. It was a nice sendoff. I've got mixed feelings about this level, but I think, ultimately, I had fun. #56 eye of the dog, impregnable gaze ^ It's a nice dog picture * Pass? Not really? Low effort? $ Prolly not This is literally nothing. Like...not in a bad way, but in the way that a lot of conceptual artists kinda get up their own butt and start producing pieces that consist of a bit of cling film stapled to a piece of cardboard with a name like "dusk in september (37/69)". It's a cute, low effort entry. It's a nice dog picture. That's pretty much it, though. #58 Neo Cappy City ^ Mario's going to the club to get some DDDs. * Pass $ Most Kirby without having Kirby in it Award Honestly, I'm not sure I liked this one. Coin collecting can be a good mechanic, but I think this level suffered a bit from not using those coins for more cluing. Like, there's a lot of spots where I just wasn't sure where the floor was going to be. A lot of them. A few coins around there would have helped with the blind jumps, especially in a level where you have to explore the vast majority of the space to beat it. Just got a bit frustrating, but some of that was a skill issue. Or attention issue. What I did like were the NPC Waddle Dees. Those were somehow pretty inane, but enjoyable. The weird gamer one was relatable. Others layed down some interesting lore. And then there was the dude who wasn't sure when a sword is just a sword. Definitely a weird one, him. #52 Gravel Grapple ^ Three exits? Boogies? Witchcraft! * Pass $ Most Exits So Far Award This one's a humdinger. Three exit levels are hard to pull off well because the concept kinda needs to support three kinda separate paths in the level. Frequently--even with two exit contest levels--you end up with a kinda mishmashed level where a sublevel that leads to the secondary exit doesn't really share a gimmick and could have been its own level when fleshed out. I kinda feel like you had two ideas here: the wallrunning based on switches and the keyhole autoscroller. Either of these would have been fine on their own, but combined...not sure. Adding a second boss was also a bit silly. The gimmick wasn't really usable in the crystal room. Then there's the Boogies. I'm still not sure what to do with them. They're a weird sprite. Would've loved to learn how to extract a 1UP from them, but it never quite worked. Having a boss that requires beating a long section and not placing a midway is one of my least favorite Standard difficulty tropes, and this level kinda did that with a boss that wasn't trivial to beat, especially because of the interaction between the Boogies and Mario's fireballs. Kinda glad I found some cheese, because beating that on its own when I have a minute of level between attempts would've taken a while. There's lots of parts to like here, like how the dragon coins are hidden, but it needed focus. #17 Pachinko Palace ^ "He who gambles picks his own pocket" -- Fortune Cookie * Pass $ Gamblers Anonymous One Day Chip Gambling is tricky. The first floor had a few fun ones. Actually got the Magikoopa Gamba jackpot. That was cool. Pachinko, in both its variants, was pretty fun. Blackjack was...confounding till I noticed the coins. Entering with some coins the first time didn't help. Pick-a-pipe is silly, but enjoyable. Getting 100 lives wasn't too bad. High roller area is where it gets interesting. Did Irritating Mario once. That was enjoyable with the layout I got. The Arena was pretty cool. Never a bad idea to 100 Rooms of Enemy (LINK) your hack. Maze was my jam, to be honest. Liked that there were a few differing layouts. But honestly, 500 was just a lot. Kinda wished it'd cut off a bit lower--though this is kinda my fault, since I had a small reset. So glad you added lives to the save file. Lastly, plot. Loved the Hackers references. Solid music. Peach with sunglasses indoors, staring at her computer. So 90s it hurts! Bowser was a surprise, but not a terrible one. Felt anticlimactic after all that. Kinda wish there was a small epilogue or something. Still, really cool level. #60 Key to Success ^ Nothing succeeds like success! * Pass $ Confounding Use of Yoshis A one room puzzle! I love these! Had a decent amount of fun puzzling out exactly what to do here. First third came quickly. Second third was harder, mainly because I ignored some of the tools I'd been given. The third third...well, I found the secret unintended ending, which was also pretty puzzling. Guess wings and doors don't go together. Once I finally put it all together--the right way!--it's a pretty impressive puzzle using mostly vanilla tech, I think? Well done if so! If not, I'm curious what chocolate was used. Hope you make more of these. Also, appreciated the shoutout! #14 Scary Castle Maze ^ "Utterly confounding" -- patcdr * Pass $ Prolly not This is an oddly confusing level. Like, I felt like I was back in 1993 playing through Mario 3 as a child. Namely, the World 8 Fortress with all the doors. You've got to figure out the right combination of doors and press a P-Switch to reveal the correct path out. It's not easy without a map or taking some notes, cause some of the doors take you in loops or throw you in weird places. Somehow, you've captured that...but I'm not entirely sure it's intentional. The level's got three different ways to get to a specific location. Not sure why. Not sure which was the intended one. It's got a P-Switch door that takes you to an unexpected place--namely the same location. There are extra keys so you can cheese the whole puzzle, but ignoring that, the intended route kinda makes sense? Like, I see what you were going for. It just...wasn't necessary because of the extra resources. The ending was odd too. Not sure if it wasn't tested, but the goal tape doesn't work. Basically, this feels unfinished, but that kinda...works? It's an odd level. Not sure what to think here. #8 Abusation ^ Why have one level when you can have six? * Passes, but man a lot of this seems Kaizoy $ Prolly not Jesus. This one's a bear. Six uniqueish sections is a lot of level. Most people would just have one or two--maybe three--sections based around the same few concepts, but you've taken this to 11. There are parts I really liked. And a few really clever setups...but I definitely get the feeling the feeling the hacker is more of a Kaizo sort of person. Honestly, the setup with the Creeper and the Bob-omb in the sixth section was really cool...but was also very Kaizo. I think the sections I had the most fun with were prolly the first one and the fourth one. The fourth one utilized the Slopemole really well. Classic QLDC style nonsense. Really, I just found myself wishing for two things: 1: More exploration on some of the concepts you've been playing with, rather than adding new ones. 2: Sanding off the rough edges. There are a lot of rough jumps and awkward parts that would have usually been sanded off by testing. I did notice a lack of credited testers. Not sure if it's an oversight, but there were definitely parts where testers might have convinced you to raise a ceiling a tile or lower a floor or add an extra tile for slop. There are good ideas here, but they just needed focus and refinement. Less is definitely more in a lot of LDCs. You provided a lot, but some of it was annoying filler--like the whole start of the third section--where the player is waiting for things to happen or for cycles to align. Some of the setups once the player gets past those parts are really fun. Just...needed some testing and smoothing over. Also, the original patch wasn't completable on the sd2snes or better emulators. Shout out to ASMagicianMaks for fixing up a few blocks' ASM. #16 FLiPPeD NoTE ^ YEAH WE LIKE WAFFLES! * Pass $ Flip Note 2D Short and simple. Never actually heard of Flip Note before this level. Kinda wonder what I missed out on. Anyway, this is a pretty straightforward romp. I like the hidden 1UP in the pipe room, but otherwise there's no exploration. Some Dragon Coins might've helped. The troll at the end was really good too. #27 ε ^ Mario's feeling clear headed today...and clear bodied... * Pass $ Transparent PNG I want to like what you've done here. Making Mario invisible, but leaving the weird little extended sprite tells is clever. The first half of the level, I actually liked quite a bit, but also didn't use the tells so much as just intuiting where Mario should be with a low enough error rate to just play the level. Though dust was required for the rope gates. The water section was...not my favorite. I'm not sure I understand the bubble mechanics well enough to really use it as a way to place Mario's location on the screen. Adding in load a spikes and a broken midway--found a work around, which was cool--I don't think I found it much fun. Questionable? Hell yeah! But not fun. Reznor was just kinda there. Being invisible there definitely made them harder. Wish there was a checkpoint for that when I fell off. Anyway, it's a cute concept. Just not one I enjoy. #13 Super Mario and Their Madness on Dreamland Which Means Nightmares ^ All is going to nuts! And why I'm feeling stronger?! * Kaizo. Not sure about this one. $ Prolly not Honestly, I actually liked this level a lot...before the gun part. While not easy, all of the prior sections were readable. Sure, they're very Kaizo styled. Really, where this level lets us down is just not testing enough. I'd rather've seen a cliffhanger to the plot upon reaching a point in the gun room. Though the message box troll was really good. Basically, it's not fully cooked. Maybe when it's done I'll take another look, but for this contest, it's...just neither complete enough nor the right kind of level for this contest. #22 SMW Kart Cup ^ Always pick Yoshi. Just gotta! * Kinda broken, which is a shame. $ Prolly not So, this is an interesting idea. I like the race concept, but three laps of the same area, especially when you can depopulate that area of danger, is a bit much. Kinda wish there was a bit more to it. A tight, per room timer would be fun. Maybe a race against a sprite. But I can appreciate the largely vanilla experience this provided...for the first half of the proffered tracks. Sadly, there's a softlock in Koopa Beach, so we only got to see some of what you did. Bit of a shame really. Wonder how Rainbow Road would've cooked out. In its SNES incarnation, it's killer. Would've been nice to have seen if this one followed suit. #32 blblblllbblblbl ^ On after Dennō Senshi Porygon, is the Simpsons episode with the Japanese Seizure Robots! * Low effort. Painful aesthetics. $ Prolly not I don't like this level. It feels like it was thrown together in a few minutes, possibly by the hacker's cat. Like, between the seizure inducing palette cycling, the dang near invisible baseballs, and the general nuisance of Magikoopa, I just wasn't having fun. Getting Over It levels generally ply their trade on letting the player learn a path and get skilled at going through it...and this one just lets the path get destroyed when Magikoopa decides to eat some of it. It's just annoying. The P-Switch troll was kinda funny, at least the first few times. So glad I didn't need to schlep it up to the top. At least it's short. Thank goodness for that. #29 Frozen Lake Reverse ^ Today, Mario learns all about being an inanimate balloon! * DQ'd already $ Prolly not This one was DQ'd before I played it. There are some good ideas here--mainly the puzzles with the balloon state--but the implementation is really rough. Not sure why holding a direction was required, but removing that would help a lot with those tight jumps. Faster retry and more checkpoints as well. #11 Game of Y-O-S-H-I ^ It's fun game and a stupid horse. * Pass...the ball! $ Sports participation trophy, but a nice one Fun concept! Got my buddy Squiggles to come over and we played around. We didn't really play HORSE or YOSHI, but we had a grand time just goofing around. It's not so much a level so much as a playground. You have to make your own fun! This took me back to the ol' elementary school days where you make up silly rules for a race. Like: spin around the merry go round three times, jump off the swing, run up the slide and then you win! Nothing important, but it feels fun and wears you out. As our player 2, here's what Squiggles thought: