BowieZ - Super Mario Adventure: World 1-1 = 56E3 0000 0040 BF67
Creative visual design. Introduces pits with a one block gap. Gives player a lot of practice jumping without failure meaning death. Optional areas for veterans. Can finish without running. This one is very strong.
PSqueak - Adventure 1-1 ~ Grass Outskirts = D782 0000 004D F33D
Has too many enemies next to each other for a proper 1-1, IMO. Starts out with goombas, then it's straight to koopas with a piranha poking out of a pipe and a bunch of goombas. I suppose the point is to show that shells can kill plants, but that might be a bit much for a new player. Can finish without running. Not bad to run through at full speed.
NetMapel - Basic Introduction = 5D10-0000-0029-1236
The low height of the first blocks might encourage newbies to jump on top of them rather than going below and getting the mushroom. Then the goomba might end up killing them because it's hard to stomp on it. Can finish this level without running, but there is not really anything here for someone already familiar with Mario.
Orgen - Underground Tutorials = E556-0000-0058-E139
I like the idea of a sub area for tutorials, but I don't think almost forcing running, wall jumping, and P-switches so quickly wouldd work out for new players, and so I don't think this would be a good start for someone completely new to playing Mario, though I did enjoy it. Just barely finishable without running.
jamesmccloud = Super Mario GAFWorld 1-1 = CD0C-0000-004A-C8AF
A new player wouldn't necessarily know to stomp on koopas and kick their shells into the goombas, and even if they did, even veterans can have trouble jumping over or stomping on a moving turtle shell, and the exit out of that section is guarded by a piranha plant. It's all a bit too much to start with. Can finish without running, and there are things for veterans to find, but I think a few sections may be a little bit overwhelming for new players.
VandalD = Stroll through the Mole Hill = DCDD-0000-0039-F97B
I don't think I can properly criticise my own level, so I thought I'd just post my thoughts on how it was made. I made this stage before I noticed the contest, but as I said in the post, I think it works well. I feel the moles are introduced properly. The very first one cannot hurt you if you don't move and will eventually fall into a hole where you can easily kill it. The second mole will either chase the player backwards, or forward into a pit it can't get past, and will again get stuck for an easy kill. The third and fourth moles will likely pop up on both sides of you, making things a bit more dangerous, but whether the player has been paying attention to moles and notices they can't jump, or they're just good at killing moles, this section shouldn't give too many problems. Platforms are then introduced (and not really utilized past this point) and the location of a secret area is teased. A veteran player could plow through this area and include a few wall jumps to keep momentum going.
Giant moles are introduced. If the player has become more confident, they may either have run past it before it popped up, or is ready to jump on it as soon as it comes up. Players who pause at seeing the dirt being flung cannot be hurt by the giant mole, giving another easy kill. Coins tease a jumping section that might encourage new players to learn how to run and jump, while veterans may have already gotten across. Newbies will likely fall here, and either proceed right (to a pointless section unless you've fallen from above) where they'll have to deal with a regular and giant mole. But again, since neither can jump, they're fairly easily avoided or dealt with.
Below this is where things get more difficult, with giant moles attacking from both sides and a low ceiling. If the player paused to see what popped out first, they would be able to deal with both moles one at a time. If the player did not pause, but waited on the second, they'd be in a tougher situation with the low ceiling and moles on both sides. If they pushed through both moles popping out, again, the moles are easily avoided because they can't jump.
Further in, there's a mole with wings jumping against a wall that you have to go up and around. This should properly introduce that there are now moles that can jump, and will do so continuously. This is where the level can likely fall apart as far as a 1-1 goes. There's a mushroom above the first winged mole that probably should've been a fire flower to at least give the player another hit, but also to show how helpful flowers can be in dealing with difficult enemies. Missed opportunity. The ground above the first jumping mole lets you see how they move before having to deal with one. Then when you drop down, you'll be alone with it until you deal with it, unless you decide to press on immediately. Then comes the giant jumping mole, who pretty quickly jumps up the ground-stairs and so needs to be dealt with quickly. Above all of this is more teasing of secret areas that require wall jumping and possibly jumping off moles for more height.
To end it, the top of the flag pole can only be reached by jumping off of a jumping mole, or by going through secret areas. So, secrets teased for veterans and newbies that lead to 1-ups, pretty fun to run through as a veteran with all the wall jumping (IMO, of course, hard to detach yourself from "I made this level and so it is fun."), and it's beatable without running. In fact, you're better off being either very slow or very fast in this level until the very end. The one weak point I feel it has is that the jumping moles at the end may be too difficult for a brand new player.
I'm looking forward to seeing what other people think of these levels.