Bookmark this, everyone. It's a great level that deserves some stars. The visual design and layout both channel classic 8-bit games, and oddly enough it suited the new NES airship music better than a real airship level. It overloads you with detail, but forces you to pay attention to all of it; it's not just there for looks. Good work.
Melon-tire Mambo
I liked this level. There are a few tricky jumps that I struggled with, but it reminded me of platforming in the old 8-bit days where every pixel of positioning counted. Hearing the awesome DKC death sounds softened the blow when I failed.
Here are my two Day 2 courses. Just like the first, they're both pretty short. Next one will have multiple days of effort and content, I promise!
Rising Dragon
I really liked this level, but as was pointed out above, it's way too short. It really does feel like it could have been a cut castle from Mario 3, both in terms of the visuals and general quality, but it's over just as I'm really getting into it. At the very least, you should put a Bowser fight after the last pipe instead of leading to the item box. Everything you have now is perfect, I just want more of it.
Here's a new update for my level.
I think it's less frustrating now without giving up any of the actual challenge. My only lingering complaint is that the last two skull tracks are hard to syncronize; I always end up jumping onto the top one too early and getting left behind. I found the best way to do it was to jump onto the top skull track, then not press anything and let it scoot me into the wall until I fell below and back onto the first as it passed below. I assume this is how you meant for it to work, but it took me a lot of tries to get it.
I wonder if it's possible to put an obstacle on the track at a precise point so that the player
has to jump off of the first track and onto the second one at just the right moment.