• Description: In this level you can't go left or right!
    This was always meant to be a tribute to CarlosV, then it ended up being in pop's mega-tag. It was inspired by a level by CarlosV in which you couldn't jump. Now I'm posting it to be enjoyed on its own.

    Video by LB: https://www.youtube.com/watch?v=y7ra5R_JLIg
  • Contributors: No additional contributors.
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What Others are Saying

FierceHydra575 | 93/100

So what do I say about this level? There is one flaw for sure.

The scenery is so random that it changes when you're further into the level. (-12)


The gameplay is fun and it is like a challenge where you can only go UP. (+5)

Enjoyment: 74/100 (but the actual rating of this level is 93/100)
Difficulty: Very Hard

05/25/19 at 1:41 PM

Bar5723 | 100/100

This user did not provide a review.

04/27/19 at 1:33 PM

DragonHeart | 100/100

GG! Amazing! I wish I could dislike FierceHydra575's rate because I really liked how the scenery changed.

03/26/19 at 4:24 PM

Mariogamerxyz | 100/100

Great level! The gameplay is pretty fun and I really like the challenge of mario unable to move left or right. You get a perfect score and a medium difficulty!

03/12/19 at 8:48 AM

CREATIVE | 98/100

Never really seen a concept like this before. I don't play SMF2 often, but I enjoyed this concept and thought it was pretty creative. The obstacles and challenges were fun. I liked the choice of scenery, but as I got on through the level it seemed "random", and didn't have a specific theme. It also felt a bit messy starting at y:1980, but maybe that's just me. I also felt the part starting at y:1040 was close to impossible. Then again, I'm terrible at SMF2 and don't play it often. I guess my only concern is the "random" scenery and tiling. It just felt a little bit messy, but overall it didn't affect gameplay.

Overall, this was a creative concept I haven't seen before, and I enjoyed it.

Gameplay: 25/25
Aesthetics: 23/25
Monster Placement: 25/25
Obstacles/Challenges: 25/25

Total: 98/100

- Creative

03/10/19 at 4:00 PM

StarTigerrr | 100/100

This user did not provide a review.

03/10/19 at 4:11 AM

LazorCozmic5 | 85/100

It was alright. Not exactly my ideal cup of tea, but at least the level had creativity in it. The idea of going upwards in an exact straight vertical line allowed for a new challenge probably never done before but this is also the reason why the gameplay also gets very annoying at times (not referring to the difficulty by the way, I had no problem with that) but rather the above enemies especially the parts where you had to actually wait a decent amount of time with some of the challenges. I prefer the type of gameplay that focuses on player skill rather than patience, and while it did include some of that, I don't much like having to wait for red koopas to move out of the way.The sparky part was annoying too, but I guess there was no other way to do it, so I give it a pass. I like your gameplay progression towards the end, as it uses ghost enemies in very non-conventional ways.

The tiling was severely overdone, and all over the place. Sometimes scenery is misused, as it is often seen overlapping platform tiles, making it hard to enjoy the aesthetics too.

03/06/19 at 11:20 PM

The Cyan Yoshi | 100/100


03/03/19 at 12:07 PM

Sharkboy01 | 95/100

I like it! The Level Tests your patience! You did great!

03/02/19 at 4:45 PM

The Flying Dutchman | 100/100

Impressive, all you did was make a good level by making all that was required the up button (and the x and down button in some cases)

you had yourself some good varying gameplay going which was surprising... and pretty creatively done as well, top notch level overall, even though the precisice timing got frustrating at times when you died.

quick breakdown:
first section with the platforms was boring upon first sight, luckely you didnt reuse those, other than that it was some quicktimed jumps and a neat bug with the shell.

water and jumping off of the enemies also felt extremely clutch at times and extremely satisfying if you timed it properly, especially for getting past the thwimp towards the checkpoint when you encounter it for the first time.

nice creativity with the sparky's after that and the jump of the chuck

boohouse felt a bit impossible when it comes to not losing your mushroom but i guess it was put there with that exact reason (?)
last jump was extremely tight, damn, didnt know 2 booclocks could be causing that much trouble.

you went a bit overboard with the scenery, but it didnt really temper with the gameplay so i'll let it slip.

never thought there'd be this much DEPTH to HUMPING around huh?


03/02/19 at 3:34 PM

Darnell1 | 100/100

This user did not provide a review.

03/02/19 at 9:44 AM

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