• Description: The iceberg of the series. It's the castle level of World 6 of Super Mario World Revival!
    What traps has this mad Boom-Boom set up for Mario? You really don't want to let that *slip* away.

    Note that all of the pipes in the second section are reset warps in case you mess up.
    The first pipe of the indoor area is also a reset warp.

    You will also have to make use of a reserve mushroom at the top part of the first indoor area. The mushroom that lies there is placed in Layer 2, which means when you walk way from its position and you come back, it will respawn for as many times as you need!

    Most of the coins serve to indicate certain tricky jumps, so not to worry.

    Having trouble beating the level? Watch the playthrough video here: https://www.youtube.com/watch?v=bzadl5q8ye8
  • Contributors: Popthatcorn14 (beta-testing)
Rate this Level

You'll need to login or create an account in order to rate this level.

What Others are Saying

LazorCozmic5 | 85/100

This level had a rating of Hard but it doesn't seem that bad. It's more like Medium, but I dunno, maybe that's just me. As for the level itself, it met up relatively well aesthetically. It wasn't as flawless as some others have suggested, but one thing for certain was this was a thrilling experience. In terms of flaws you did have a few in relation to the tiling. The level itself looks great the way it was tiled, with the various different sloped tiles incorporated, but a few of the areas are inclined to cause slope glitches that hurt or kill Mario, like so with the slope ceiling at x:1400 y:480. An S-tile was missing in that area where the slope is - If you jump up there and hit the slope with your head, it could result in a really cheap method of death on account of that. Another flaw in terms of tiling was the way you layered the castle tiling at x:1460 y:240 just below the blob of lava. You can't have tiling in two different layers in that area, as it creates a double jump. This glitch managed to save me one time, but at the end of the day, it's...weird.

The gameplay was pretty good, with some elements of exploration to keep the experience engaging as a whole. Some of these were actually really well thought out challenges you wouldn't often find in other levels. I quite liked the A3 challenges of having the climbable nets/fences move up and down every so and so, as they made for fresh and enjoyable challenges. Too bad some of the challenges revolving around those areas were blind ones, such as the two podoboos at x:4340 y:180. You never get to see those until going lower with the fence, and just before you know it, they catch you off guard from down under. And the last thing you wanna do is place coins in that area, as it could very much so mislead you into the podoboos. Other complaints regarding the gameplay would be the ceiling slope glitches as mentioned, although this can tie into the tiling flaws. I also didn't appreciate the jump at x:3960 from the flip blocks. If you're Super Mario, odds are, you'll never be able to reach the fence even by crouch-jumping, unless you force yourself to take damage, become small Mario, and jump from there. I suppose the Boom Boom battle was alright, but pretty generic if you think about it. Really it's just a cramped area at first sight, along with a p-switch to give you the option to fight Boom Boom at the bottom even though the player's perfectly capable of defeating him without even having to use the P-switch to get down. The bulletbill in that area was kinda pointless as well, given that you could pretty much cheese it if you don't have a power-up. Just duck-jumping as small Mario would avoid getting hit by it.

02/06/18 at 8:16 PM

Leer201 | 100/100


10/29/17 at 1:21 PM

RatingBot | 98/100

First off let me start off by saying that nobody cares about your mario fanfiction okay onto the level
1. There is not reset warp for people that lost their mushroom so you either have to suicide or press x which shouldn't be a thing
2. The second part was really nice you didn't even have to get the springboard not sure if this is an oversight but I'm assuming it was on purpose but you cant wait for the chuck to jump and jump on the chuck to completely skip that part of getting the springboard. (love this btw)
3. I didn't like how you had to use the reserve mushroom to get past the third part, but that's under the assumption that I'm not good at jumping so I'll ignore that.
4.The next part was really well made enjoyed that one although many deaths occurred
5. The checkpoint (incredibly frustrating) Your video on the level helped a bit BUR chuck was added and the turtle was removed I took forever, but managed to do it through a crouched jump.
Nice boss battle at the end but the p-switch didn't really do much except destroy the floor eh maybe add more function with the p-switch? felt it was just put there just to be there
Overall this level was really nice and fun and frustrating due to the video seemingly being slightly different from the actual level I'll give this a 98/100 as most of these were due on my idiocy didn't like the part where you had to use reserve mushroom had I not watched the video I would not have figured this out

09/03/17 at 6:40 PM

LightSage1331 | 100/100

This was an exciting level with great challenges and excellent scenery. For this, you get a 100 out of 100 and a hard difficulty, as this was pretty difficult.

08/31/17 at 3:04 PM

xPlayer500x | 100/100

Amazing castle level, I liked how you changes the effect and used sprites and enemies. tiling is flawless and there is variety.
100/100 (5/5)

08/31/17 at 2:05 PM

przem1994 | 100/100

Awesome castle level 7. I can't beat it because of many munchers, but I watched this level on YouTube and it looks very good. Anyway, awesome design, lots of backtracks and good use of blue background. The purple lava looks very good with fitting blue background, very good scenery and cool use of effect changer. I don't find any flaws here, so here's 100/100.

You get a 100/100 and hard difficulty.

08/30/17 at 1:51 AM