Feedback on Fire Spikes in Reversible Cave:
I have to say I didn't have any fun with this one. I got stuck once, ran out if time once, it's a maze, with respawing enemies, it's too cramped, with lots of waiting between spikey enemies and rotating firebars. There's a lot of stopping and basically no flow at all. I gave up. Sorry! ^ ^
Felt the same way about this. Thought it really brought down what should otherwise be a great level. I also thought the checkpoint was strangely very late in the level. I hit it with about 50 seconds left and finished the level with about 10 seconds left.
I love mazes, so I enjoyed Get Busy Movin or Get Busy Dyin. The very end with its slow autoscroll is a bit cruel, though, since the player is very tight in time at that point - if you die there it's unlikely you'll try again.
For the basketball level, I admit I'm not much into bombing walls or trampolines, so the combination isn't for me ;-) !
That was fun indeed. I also stumbled into a weird level with very cool ideas in the torture chamber that is the Expert 100 Mario Challenge:
(Japanese name) 4FF3-0000-00D9-C200
Good thing I didn't autoskip that one. There are issues (it's very "Mario Maker Japanese"), but man, some concepts are really, really good, borderline awesome. Very fun.
Made a new level during the weekend almost without intending to while messing around with the tools. I stepped a bit outside of my comfort zone and made a themed level with a gimmick (but still has some secrets and alt paths of course):
You cant save Peach drunk Mario!
B48B-0000-00E1-CBD7
After a heavy night of clubbing and partying Mario sets out on Sunday morning to save the princess with his senses heavily impaired from intoxication. There seems to be no one home from the club in Bowser's castle... or is there? Can you find the secret skinny mushroom and get through the hazards in spite of your hangover?
There is a little surprise cameo at the end of the level as well. Would love some feedback and plays guys!
Saw your comment on miiverse. Thank you so much! Very flattered! Had a blast messing with the dizzy effect and feel it makes the platforming lots of fun. I even had a headache from making and testing the level for the few hours it took me to build it lol.
My final Mariovania course: Mariovania Stage 6. It ends my Castlevania NES remake series. The stage itself is short and pretty easy, but the original course doesn't really translate well to Mario world, however I still wanted to finish the series so here you go.
Mariovania Stage 6 (68AC-0000-00E1-DC16)
It's also my first stage to include check point, so you don't have to restart the whole level (despite being short) if you die. Now onto something totally original next.
Awesome! I've played your entire series since back when you first made it. This was a great finish to it. That you've been able to keep such a consistent motif with fresh challenges in each one is impressive. The final boss is appropriately tense. Great job all around!
------
Another new level:
B]Fort of Fragmentation:
5C35-0000-00E1-F02F [/B]
Made a new level during the weekend almost without intending to while messing around with the tools. I stepped a bit outside of my comfort zone and made a themed level with a gimmick (but still has some secrets and alt paths of course):
You cant save Peach drunk Mario!
B48B-0000-00E1-CBD7
Loved the first part when I played it a few days ago! But I agree that the second part (right to left) is a bit too long, though, and despawning cannonballs makes things harder than they should be.
It would probably work a lot better if the sequence was shorter.
Thanks for playing! It's supposed to be a bit challenging
It's not
. You are supposed to see the bullet count decrease and save the maximum of them by jumping on the wigglers. You just have to be a bit smart about the bullet use.
Very nice layout, secrets and presentation. Good job!
The ending/boss is a bit messy/anticlimactic.
Thanks for playing! It's supposed to be a bit challenging
It's not
. You are supposed to see the bullet count decrease and save the maximum of them by jumping on the wigglers. You just have to be a bit smart about the bullet use.
Too bad there's no checkpoints. You just have to die the first time on the skull ride with the trampolines.
Saw your comment on miiverse. Thank you so much! Very flattered! Had a blast messing with the dizzy effect and feel it makes the platforming lots of fun. I even had a headache from making and testing the level for the few hours it took me to build it lol.
I agree. Tried to maximize strikes patterns to make the effect pop. Did you find the skinny mushroom? Love strolling with it within this trippy context.
I agree. Tried to maximize strikes patterns to make the effect pop. Did you find the skinny mushroom? Love strolling with it within this trippy context.
Spinies tend to spawn faster than you can shoot them, so it will take some quick reaction time to get out of there without a hit. The initial spinies are good enough.
You can also use fire piranha plants instead of spinies. I think that fits the deku tree theme better.
I do agree with you that the initial spines would be good enough, or that I can replace them with fire piranha plants. That was the original plan while working on v1.1 but the switch for the rolling spike puzzle caused the spinies to drop through. Therefore, when you arrive, there would be no spinies there and you would not need a fire flower to get through the spinies or any other enemies. This is why I created a "spawning factory." :/
Move left at the same speed of the bullets and bounce on the wigglers (multiple times) whenever possible at all cost. You need to save the maximum of bullets by not jumping on them. Once you do that, you can easily have 5/6 bullets left to reach the end.
I do agree with you that the initial spines would be good enough, or that I can replace them with fire piranha plants. That was the original plan while working on v1.1 but the switch for the rolling spike puzzle caused the spinies to drop through. Therefore, when you arrive, there would be no spinies there and you would not need a fire flower to get through the spinies or any other enemies. This is why I created a "spawning factory." :/
Made a new level tonight that is pretty straight-forward. Not gonna oversell it. The goal was something traditional and classic Mario. Hope it scratches some itches.
I recently played a level with this exact mechanic: Survive the Canons (4C86-0000-003F-95D6). Yours is cool, too, but I think it's less exciting to have platforms the player must navigate and enemies the player must repeatedly jump on because the player ends up frequently abandoning the level's core mechanic. I realize you were trying to add some complexity to the level but I think the mechanic is fun enough on its own. The first area is still fun, but I agree with an earlier post that the design of the sublevel (right-to-left section) can sometimes lead to unfair situations. Furthermore, it isn't immediately apparent that you have to conserve cannonballs so I suspect most players will have to resort to trial and error to complete that section.
Not Tomorrow ~ Lisa Dies (2AAF-0000-00D6-F2D2) by Jocchan I think you asked me before about the room where the floor falls just as you enter? I died there the first time I played the level and found it a bit unfair, it is a very sudden change of rythm. In the video you can see that, already having beaten the level, I forgot about this and almost died. You should add some more height if possible so there´s a bit more time to react. Also, by the staircase you refer to the "minipuzzle" with the pipes? I liked that part, I had use the same thing in one level so I found the solution easily the first time, I think it fit the level nicely.
6:30 We can do it. Together. (5D32-0000-00D6-C166) by Wariuzzo: A level Kiavik told me about, try it out guys it´s really good and uses an awesome idea: Coop gameplay with a Koopa from start to finish with some cool challenges.
14:30 You cant save Peach drunk Mario! (48B-0000-00E1-CBD7) by CrisKre: Loved this one, it was very funny and made me laugh more than once. I love how you always hint at secrets so you can see something smelly and get rewarded for your curiosity. Found the skinny Mushroom, but it slipped between my fingers aaarrrghh!! Very cool level, I really enjoyed the whole trip. Theming was also very nice, loved the club, the skull of fiery eyes and the last drunk fight ( this is were I started laughing out loud XD). There were also some great visual moments, like the long fall. I will replay this again through the main path as I skipped a lot with the cloud, but I didn´t want to spoil all the level for anyone who watched the video before playing it.
I´m taking more requests, so if you want a gameplay video of your level quote this line and add your level, ID and username:
My cool and awesome level (XXXX-0000-00XX-XXXX) by bestUserEver
I mean that turning the bricks used as ground below the doors into coins with a P switch rendered both doors unusable, so (unless I missed something) the first time I got stuck in the small D shaped area, with seemingly no way out.
Please allow me to insist but I can´t figure out how you got trapped there and it seems like a level-breaking glitch:
To enter the the "D room" you have to walk over a PSwitch so the coins under the outside doors get turned into bricks and allow you to enter.
Once you do so, you´ll immediately fall as the bricks supporting the doors in the "D room" are temporarily turned into coins due to the PSwitch.
You get a powerup (Helmet or Shoe, depending on which door you took) and become trapped for a moment until the PSwitch runs out.
Once it does, you can go to the other door in the D Room and use it, as the blocks under it should have gone back to normal and no PSwitch is active anymore.
You take the door and are back at the main room, getting the coins under the exit door and thus denying you to access the D Room again. So now your only choice is to go back through the main room (note that if you entered the D Room from the upper path you´ll be in the lower path now and vice versa).
I just can´t figure out how you managed to get the coins under both doors in the D Room, that should only be possible when the PSwitch is active, but when it is you should be trapped by other blocks and unable to get to the other door...:S The only thing I can think of is if you go around all the main room again and reenter the D Room through the same door you originally did, did that happen?
Not Tomorrow ~ Lisa Dies (2AAF-0000-00D6-F2D2) by Jocchan I think you asked me before about the room where the floor falls just as you enter? I died there the first time I played the level and found it a bit unfair, it is a very sudden change of rythm. In the video you can see that, already having beaten the level, I forgot about this and almost died. You should add some more height if possible so there´s a bit more time to react. Also, by the staircase you refer to the "minipuzzle" with the pipes? I liked that part, I had use the same thing in one level so I found the solution easily the first time, I think it fit the level nicely.
6:30 We can do it. Together. (5D32-0000-00D6-C166) by Wariuzzo: A level Kiavik told me about, try it out guys it´s really good and uses an awesome idea: Coop gameplay with a Koopa from start to finish with some cool challenges.
14:30 You cant save Peach drunk Mario! (48B-0000-00E1-CBD7) by CrisKre: Loved this one, it was very funny and made me laugh more than once. I love how you always hint at secrets so you can see something smelly and get rewarded for your curiosity. Found the skinny Mushroom, but it slipped between my fingers aaarrrghh!! Very cool level, I really enjoyed the whole trip. Theming was also very nice, loved the club, the skull of fiery eyes and the last drunk fight ( this is were I started laughing out loud XD). There were also some great visual moments, like the long fall. I will replay this again through the main path as I skipped a lot with the cloud, but I didn´t want to spoil all the level for anyone who watched the video before playing it.
I´m taking more requests, so if you want a gameplay video of your level quote this line and add your level, ID and username:
My cool and awesome level (XXXX-0000-00XX-XXXX) by bestUserEver
Please allow me to insist but I can´t figure out how you got trapped there and it seems like a level-breaking glitch:
To enter the the "D room" you have to walk over a PSwitch so the coins under the outside doors get turned into bricks and allow you to enter.
Once you do so, you´ll immediately fall as the bricks supporting the doors in the "D room" are temporarily turned into coins due to the PSwitch.
You get a powerup (Helmet or Shoe, depending on which door you took) and become trapped for a moment until the PSwitch runs out.
Once it does, you can go to the other door in the D Room and use it, as the blocks under it should have gone back to normal and no PSwitch is active anymore.
You take the door and are back at the main room, getting the coins under the exit door and thus denying you to access the D Room again. So now your only choice is to go back through the main room (note that if you entered the D Room from the upper path you´ll be in the lower path now and vice versa).
I just can´t figure out how you managed to get the coins under both doors in the D Room, that should only be possible when the PSwitch is active, but when it is you should be trapped by other blocks and unable to get to the other door...:S The only thing I can think of is if you go around all the main room again and reenter the D Room through the same door you originally did, did that happen?
Just played this, real fun mechanic and cool implementation. The countdown gave me some challenge ( a couple times if I went to far forward or backwards bullets would disappear), but I dont think you can do a lot about that and overall I had a ton of fun!
Made a new level tonight that is pretty straight-forward. Not gonna oversell it. The goal was something traditional and classic Mario. Hope it scratches some itches.
Just played this one. As you said it's pretty straightforward, but its really well layed out and fun to complete. Found the couple secrets you sprinkled in there as well.
I recently played a level with this exact mechanic: Survive the Canons (4C86-0000-003F-95D6). Furthermore, it isn't immediately apparent that you have to conserve cannonballs so I suspect most players will have to resort to trial-and-error to complete that section.
Yeah most players would probably need to do that section twice to complete it. Correojon did it on his first try but he was briefed beforehand.
Cool, I'll try Survive the Canons later and compare.
I plan on doing another more difficult stage based on this mechanic, this time with auto-scrolling in both sections so that the bullets can't disappear.
Awesome! I've played your entire series since back when you first made it. This was a great finish to it. That you've been able to keep such a consistent motif with fresh challenges in each one is impressive. The final boss is appropriately tense. Great job all around!
------
Another new level:
B]Fort of Fragmentation:
5C35-0000-00E1-F02F [/B]
Played your level and had a lot of fun with it as well! It's like a ghost house without it really being one. The theme is great. I almost didn't realize where to use the P switch to advance (when it is right on the level picture lol) :/ loved the item selection at the end.
I know a lot of you already know what´s written there, but I do think it´s a nice article and it may help you in some things you maybe didn´t consider. Also, if you disagree on something we can have a nice discussion and learn something along the way. Note that this is written with "standard levles" in mind, so not everything will be appliable to puzzle levels for example.
I know a lot of you already know what´s written there, but I do think it´s a nice article and it may help you in some things you maybe didn´t consider. Also, if you disagree on something we can have a nice discussion and learn something along the way. Note that this is written with "standard levles" in mind, so not everything will be appliable to puzzle levels for example.
Any kind soul wish to give me feedback on a stage I just finished? It's more of a conventional Mario stage with smaller ideas thrown about, I think I've avoided any cheap deaths or dead ends, but tell me what you think;
Original 1-1 - Use Those Flags!
ID - 2F62-0000-00E2-D4F4
I just want to upload my new level, but I can't fucking beat it! At this point I've spent more time attempting to beat it (and tweak it to make that goal more achievable) than I did designing the damn thing. I'm going insane over here.
I've beaten the level countless times in chunks while editing it, but when time comes to beat it for the upload I fail every time. I feel like I've created a monster.
Just played this one. As you said it's pretty straightforward, but its really well layed out and fun to complete. Found the couple secrets you sprinkled in there as well.
Tested this out with some 11-year old Mario experts, at least making it was fun and I hope Gaf gets few runs out of it. Several routes available, tricks from latest update included. Climb the mountain!
Mountain va Mouse: 0306-0000-00E3-1ADE
Edit. Of course, a typo in the name of the course. Can I change that easily?
So the run and jump Mario Maker levels thread made me realize how interesting GAF levels were so I thought I might as well join the OT. I have only tried 3 levels featured in the OP but I plan to try the rest this weekend.
I've bought a Wii U about a month ago for Mario Maker, no thanks to Boo Lab and #theryckoning. I've only designed two levels so far that took me about a day each.
10 Jump Gauntlet
6F2C-0000-00BF-F4EB
This was the first level I made (well started making) before I even unlocked anything. Weirdly enough the layout was designed first, I literally had zero ideas on how to begin or what to do besides that I wanted a fast simple run and jump level. Eventually I settled on the idea that it would require you a specific number of jumps to beat. I've experimented with different enemy types to achieve the best progression in difficulty, although the last jump is still a bit too tricky (although NSMB style gives you options).
Back to Plumbing (Survive 1 min)
418C-0000-00E0-0045
So I wanted to make a gimmicky original Mario Bros level. The layout was pretty much done for me, I only had to adapt it the best way possible. The timing idea was taken from a level I saw, it just took time to adjust the timing of everything with the tracks and all. The biggest obstacle was making it challenging enough. I tried every different enemy combination before I gave up and settled on Monty Moles. Flying Monty Moles were the most interesting due to their unpredictability but they were too difficult and rendered the POW block ineffective. Finally I've adjusted the layout a bit to minimize the possible exploitable locations.
I have at least 3 level ideas/pitches that I want to try out soon. I also have one half done level that I'm not sure how to complete.
I'm kind of scared of making a standard platforming level because the design process is so open ended and you can't just rely on gimmicks or one half baked idea to hide behind.
Alright. I'm back with my second published level so far, and I've gotta warn ya... it's a bastard. I went nearly insane trying to beat this before it could be uploaded.
Bowser Jr. has constructed a series of devilish puzzle rooms from which you must escape.
As you attempt to reach the exit door of each room you'll have to deal with Bowser Jr. generally being an asshole and doing everything in his power to interrupt your progress.
Make it out of the gauntlet and get a chance to exact revenge on your captor.
Keep an eye out for ice blocks. They signify hidden objects.
Power-ups are scarce and hidden, but they can make the difference between dying for the 30th time in the same room or finally progressing onward.
There are hidden paths that allow you to skip over entire sections of the level.
Don't get discouraged. The level is split in half with a checkpoint in the middle.
When in doubt, search the room for hidden boxes.
If you want something a little less rage-inducing, feel free to check out my first level.
Don't know how I missed this one! Great level as well! It relies on your knowledge of Metroid to know in which order to tackle the areas, so some players may feel lost, but I had no problem with that.
I think everything was already said about this. Great idea, especially the countdown is clever, but the middle section has to be repeated some times if you're unlucky/too fast.
I really liked this one. A bit claustrophobic maybe. The final jumping challenge is extremely hard. There's a checkpoint right before so I made it after a few tries, but it seemed impossible to get through without taking damage.
Finally, allow me to repost my latest creation:
G-Day
(E1C0-0000-00E0-4317)
It started out as a peaceful morning in Yoshi Town. But for the Galoombas, it was the day they finally would try to take back their homeland. The day that later would become known as "G-Day".
Ok level. The beginning with the falling goombas is a bit too random, it's not obvious you should enter the pipe at the first checkpoint, the goombas on beetles are a trap if you try to kill the goomba first to stay on the beetle, it can kill the following beetle. I liked the main puzzle Nice "storytelling" too.
Just played the level you mentioned. Well I can safely say mine is miles better (Not being pretentious), more fun and even less random (Random falling spikes WTH?). So yeah, the flaw in my level is that you don't know you are supposed to save bullets in that second section the first time. Hence, the checkpoint. After that, if you fail, it's entirely the player's fault (Going too slow, or too fast as Schlomo said). There's no luck involved the second time, I manage to beat it 100% of the time. There will always have some trial and error in challenging levels (Super Meat Boy or the last level of SMG2)
If anyone wants to compare:
Super Mario Planets - Planet 2-1 : Code: 8C82-0000-00D8-5AD8
last week was my birthday and I got Mario Maker from my girlfriend. I'm currently working on my first real big and hopefulky well-designed level, the theme of which I won't yet tell 😉. I have uploaded some but basically noone played them and they are not really shareworthy. However, as I'm working on my last third, I need some help: In a great Dark Souls Asylum level, there were some text bubbles like "praise the sun" and I need to do something similar. Is it possible, especially to simultaneously prohibit other users texts. The text is necessary for my and the player's completion.
On a different note: Is there some kind of comprehensive and searchable levellist?
Not Tomorrow ~ Lisa Dies (2AAF-0000-00D6-F2D2) by Jocchan I think you asked me before about the room where the floor falls just as you enter? I died there the first time I played the level and found it a bit unfair, it is a very sudden change of rythm. In the video you can see that, already having beaten the level, I forgot about this and almost died. You should add some more height if possible so there´s a bit more time to react. Also, by the staircase you refer to the "minipuzzle" with the pipes? I liked that part, I had use the same thing in one level so I found the solution easily the first time, I think it fit the level nicely.
6:30 We can do it. Together. (5D32-0000-00D6-C166) by Wariuzzo: A level Kiavik told me about, try it out guys it´s really good and uses an awesome idea: Coop gameplay with a Koopa from start to finish with some cool challenges.
14:30 You cant save Peach drunk Mario! (48B-0000-00E1-CBD7) by CrisKre: Loved this one, it was very funny and made me laugh more than once. I love how you always hint at secrets so you can see something smelly and get rewarded for your curiosity. Found the skinny Mushroom, but it slipped between my fingers aaarrrghh!! Very cool level, I really enjoyed the whole trip. Theming was also very nice, loved the club, the skull of fiery eyes and the last drunk fight ( this is were I started laughing out loud XD). There were also some great visual moments, like the long fall. I will replay this again through the main path as I skipped a lot with the cloud, but I didn´t want to spoil all the level for anyone who watched the video before playing it.
, it's meant to be sudden after the newfound calm, to get you out of your (illusion of) comfort zone for the final rush. Moving it higher may have helped giving a little more time for reaction, but I was running out of space and there's quite a bit of leeway at the bottom of the map.
About the other levels in your video, I already commented CrisKre's stage (which I enjoyed a lot), and Wariuzzo's level was pretty great as well. Very creative, especially with the
Please allow me to insist but I can´t figure out how you got trapped there and it seems like a level-breaking glitch:
To enter the the "D room" you have to walk over a PSwitch so the coins under the outside doors get turned into bricks and allow you to enter.
Once you do so, you´ll immediately fall as the bricks supporting the doors in the "D room" are temporarily turned into coins due to the PSwitch.
You get a powerup (Helmet or Shoe, depending on which door you took) and become trapped for a moment until the PSwitch runs out.
Once it does, you can go to the other door in the D Room and use it, as the blocks under it should have gone back to normal and no PSwitch is active anymore.
You take the door and are back at the main room, getting the coins under the exit door and thus denying you to access the D Room again. So now your only choice is to go back through the main room (note that if you entered the D Room from the upper path you´ll be in the lower path now and vice versa).
I just can´t figure out how you managed to get the coins under both doors in the D Room, that should only be possible when the PSwitch is active, but when it is you should be trapped by other blocks and unable to get to the other door...:S The only thing I can think of is if you go around all the main room again and reenter the D Room through the same door you originally did, did that happen?
I guess I should replay it, it's been a few days and I can't remember what I did exactly. Pretty sure I didn't leave the room, but still managed to get stuck inside.
If anyone would be so kind as to play my stages (if you haven't already) and give them a star if you have fun with them, it would be greatly appreciated.I would like to hit 150 and gain the ability to upload more stages without having to delete any. All are pre-update.
Ganon Jump, but move quickly 53E8-0000-0039-EDA4
Requires skill in jumping. Also the first stage I ever made.
A Yoshi Romps, A Door Resets 0502-0000-005A-D3A2
Intro 1-1 67AE-0000-005E-D075
An attempt to make a 1-1 introduction stage.
Yoshi Wins By a Nose Race 5C40-0000-005E-FB88
It made my daughter laugh.
Ghost Ride In The Sky 892A-0000-0068-2096
The one I'm still most proud of.
You should keep it up for a little while longer and start designing a new level. That way plays, feedback and stars will keep flowing.
Anyway, here's my latest course:
Zero Escape: Yoshi's Last Reward BF58-0000-00E2-1CF4
Yoshi's Island is hit with the Radical-M virus, turning everything into Munchers or Piranha Plants when it's spread.
The main objective is to escape, you can choose to Ally with or Betray the last remaining Yoshi.
It features a few user comments, so if you want the full experience turn them on.
Ill be giving some feedback a bit later, but in the meantime I shamelessly want to repost my latest level in case anyone wants to give it a go:
You cant save Peach drunk Mario!
B48B-0000-00E1-CBD7
After a heavy night of clubbing and partying Mario sets out on Sunday morning to save the princess with his senses heavily impaired from intoxication. There seems to be no one home from the club in Bowser's castle... or is there? Can you find the secret skinny mushroom and get through the hazards in spite of your hangover?
Wow, thank you so much for this video. I had a blast watching you play Old School Super Mario (Plains), because while designing it, I kept wondering: "Will people notice this item I'm hiding, this enemy pattern I worked on, the whole underground? Or will they hold right and jump through it? Are the progressive powerups making things too easy?" - and your video put all those worries to rest.
Likewise, the Old School Super Mario (Cliffs) segment of the video illustrates something that I wanted to be at the core of this series: the possibility to switch strategies. Every time your retry the level, you take a different route, you focus on different areas, you discover new things, and I wanted exactly that to happen.
For Metroid Resurgence - Brinstar, that level is very much a slow paced adventure/puzzle level where you have to examine your environment and plan your route, so I'm not surprised some players can take time to catch the right procedure, but I'm glad you did get it. The checkpoints help a lot hinting at the right track and encouraging the player. You could have saved much time, though, and simplified the challenge a lot:
when you lose the flying boot, you can get it back by returning to its now unlocked room, it's quicker than dying and resetting to the checkpoint - the jumping Koopas room is also easier when you're methodical or when you unlock and use the Fire Flower there, like with your first attempts without the boot and the one when you finally reach the second checkpoint
. Also, you missed/forgot three things that make the ending rather easy:
there are mushrooms in the pipe in the black boot room, which allow you to unlock the Fire Flower you ignore half way through, and you can use the black boot to destroy hard blocks - meaning that for the end fight, you could be Fire Mario in the giant black boot instead of just little Mario
.
I don't remember if you played the other Metroid Resurgence levels, but they're very different, Tourian is straight action and Kraid and Ridley have more action and are less about backtracking.
Your video is extremely valuable to me - so really: many, many thanks.
For the issue of not appearing in the level lists... the codes you give in the video are the latest codes, but because of small issues in Brinstar and Ridley (I see the Brinstar you played is the previous version, there's a minor difference), I had uploaded again the whole Metroid Resurgence series and the two Old School Super Mario levels since the moment you recorded your playthrough. I wanted the levels to appear in the right order on my profile in case visitors wanted to browse correctly my series, I didn't want Brinstar and Ridley to appear after Kraid and Tourian, nor Old School Super Mario levels to appear between Metroid levels - so I sacrificed a few days of statistics and some very nice comments from the checkpoint/progressive powerup update, and "refreshed" everything.
I'm currently working to finish the Old School Super Mario series and I started a new one (and I have two more to continue), but I'll check your levels pretty soon.
Don't know how I missed this one! Great level as well! It relies on your knowledge of Metroid to know in which order to tackle the areas, so some players may feel lost, but I had no problem with that.
Played this one as well and had fun. Great level layout, but i have to say the last two blocks are frustrating, especially the single note block since its unreliable.
This one I felt was a little random and unfocused, since it throes so much at the player. You have agood base but feel it needs a little focus and polish.
I liked this both a lot! Back to plumbing is well thought out and unique, though i would have maybe put an arrow on the exit pipe to let the player know what to do when getting the star.
Jump was short but pretty distinct.