I thought about doing this last year, but I got caught up in my own level. Also, I ended up helping with the judging, so that killed any motivation I had to record the levels. Seeing as I didn't enter this time, and I'm currently on spring break, I thought I would give this a shot. I won't be covering multiple exits and such when I record the level, but I will try to reflect those aspects in my score. Just as a note...my score doesn't reflect the scores for SMWC. I'm not affiliated with the grading process this time around. --------------------------------------------------------------- Mario's travels through a previously addressed land which hack players have known for a long time preview (V2) By: mariofan1000 Patch: http://bin.smwcentral.net/12132/Mario... --------------------------------------------------------------- Design: 3/10 Nothing spectacular here. Honestly, the design is incredibly boring. It's mostly a run and jump, with the use of some items to continue. The level itself is very short, and there isn't any variety. Palette: 6/10 Palette was alright...I liked the FG palette even though the black BG was a bit of a contrast to the bright colors. Creativity: 1/10 I found nothing creative with this level....the level was mostly flat. The only obstacle was a wall of turn blocks requring a shell, and a brown block wall requiring a p-switch. Difficulty: 5/10 Well...I can't complain about the difficulty. There wasn't any... Fun: 1/10 Combining the incredibly simple premise, the short length, and the actual design...this level wasn't fun at all. The point after the midway had nothing to write home about...even the first section had some sort of puzzle. Overall: 3/10 Good level design makes a level. Having custom music and a good palette makes the level look nice, but falls apart if the core design is nonexistant. Such is the case here. Flat levels don't hold much entertainment, and will falter when compared to large, emersive, and challenging levels. --------------------------------------------------------------- Design: How was your level laid out overall? Was it flat? Was it large and expansive? Was it linear or non-linear? Palette: Did the level palette match the tone/style of the level? Was the palette eye-bleeding? Did you change the palette at all? (SMW palette will get a 5.) Creativity: Did you center your level around a certain gimmick? Did you think out of the box and present something not done before in a vanilla level? Was your level a run-and-jump? Difficulty: Did you overpower the player with numerous traps, cheap tricks, and enemies? Did you not place any enemies or traps at all? Did you balance the sprite placement to provide a good challenge without unfairness? Fun: Was your level fun to play overall? Did you capture enough interest to warrant more plays? Did you throw in some neat features, cool aesthetics, and a captivating palette to enhance the playing experience? ---------------------------------------------------------------