• Description: https://youtu.be/qjB6DHMWhP4

    A level dedicated to przem1994. Its a castle level, another generic level. At x400 you need a glitch, you have to press up and down to jump above the koopa, in the video you can see how to do it. The level is based on my old pg level "The magican temple". Rate high and have fun!

    przem1994 profile: https://www.levelpalace.com/profile?user_id=55
  • Contributors: one piranah plant in the level
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What Others are Saying

LazorCozmic5 | 92/100

This is a pretty good fortress level. The design was great and for the most part I enjoyed the challenges it had to offer, even for a straight-forward level. The challenges didn't live up to expectations, but it was fun while it lasted. As far as the gimmick goes, there's no real gimmick to be discovered here, besides the use of the duck-jump glitch against that one parakoopa. Still, the gameplay flowed smoothly but then the X2600 parakoopa jump ruins it because you'll either end up damage-boosting or be small Mario but either way it won't let me keep my powerup. To me the obstacle just felt poorly executed, but to the next player who enters the section without a powerup, maybe it wouldn't be that big a deal. A pretty neat level overall, I just wish the Bowser battle was more creative and that the gameplay had more to offer and/or rely on instead of confined spaces.

02/04/20 at 11:51 PM

przem1994 | 100/100

Very great castle level and thanks for the tribute. The design and scenery were excellent. Awesome challenges, gameplay and flawless level. I'll say it was hard. Good work.

You got 100/100 and HARD difficulty.

09/11/19 at 1:17 PM

Tristaph | 72/100

Note: This rate is a contest review and does not effect the level score.

Wow, this is a very well-designed smf1 entry. A very nice variety throughout the level. I couldn't get the glitch to work for myself but you did provide video proof. I had to set the start point after to complete the level, and found it very fun and challenging to play. The only problem is it doesn't seem to match the theme of the contest, so while I can give the level a high score, I can only dole out 2 points for the utilization of the glitch in the one area. Other than that I don't see anything that stands out as a gimmick

Level 70/75
Gimmick 2/25

07/24/19 at 9:38 PM

JetWing34 | 100/100

Note: This rate is a contest review and does not effect the level score.

To some that can't actually beat the level, yes, the one challenge at x400 is possible. This is an ages-long glitch discovered some period of time in 2009 or 2010. Because I have 11 years of SMF1 level playing experience, I professionally beat that challenge and it was fantastic!

25 (Gimmick)

The rest of the level, including the challenges that do not involve unique gimmicks, played and appeared extremely well! The scenery and tile placement looks professionally done the right way, and overall, this level did wonderfully well with the monsters throughout the entire level.

75 (Main rate)

TOTAL - 100

07/24/19 at 9:38 PM

The Flying Dutchman | 39/100

Note: This rate is a contest review and does not effect the level score.

Thank you for your entry, your rate will be split up into 2 sections, dont worry i base the points off of a scale of x/100 and calculate from there, so for your full grade on certain counterparts, you only need to do a little bit of maths to know your score out of 100!

Unique Gimmick
You didn't seem to capture the idea of "an unique gimmick", only putting in a few glitch challenges here and there and not building a level off of them, i won't grade you any points for this one.

0/25 points

In depth Review
A quite decent level you made, it had pretty fine gamepla overal, but the scenery was quite blendy and not pleasing to the eye at times as i had to concentrate at certain spots to make sure i wasn't going to hit a wall, the selected music felt fitting.
you started off nicely with a firebar into a koopa with a rooftight jump onto the dry bone, this felt nice going through, just like the flying koopa onto the firebar, it was clear what to do and their frames of opportunity aligned nice to give you a good clear chance to pass. After that it took me a few deaths to remind me of the glitch to duck while jumping, an indicator to duck as an arrow blended into the scenery would've been nice for that as it's friendly for the player.
The up and down platforms felt like quite a filler and i didn't like this challenge, the platform which went into the pipe paired with the koopa felt engaging and the jumping to delay felt like a fair touch to it, i didn't see much in the powerup given and only often died because the platform went by while i fell in the pit, which felt quite glitchy, be careful where you put your powerups.

The pipe ejected you nicely into a safespot with a simple goomba creeping your way and a fair firebar which didnt soak up any time too much, the thwomp had odd coin indication as walking underneath was much safer and i didn't even guess you had to hit any hidden blocks because you could walk right past the thwomp unscaved and hit the dry bone without a problem.
At this point the enemies felt a bit bland, they were easy to pass through and... a generic bullet bill time jump as filler, paired into a fairly open space without a real challenge, but this was near a warp pipe to the next challenge so... its ok, but still could've used a little more engaging gameplay.

Next section, yeet! i liked this little koopa jump onto the platform, it was fine n dandy and emerging, but then... your level got worse again with a bland piranha plant and a beetle... and well, here comes the point where you gave out a powerup... which wasnt needed at all, the powerups overal in the level were only 3, but seeing the type of challenge, it only made the gameplay tight but still easy since the challenges are set up to not be too difficult and just require precision at times. anyways continuing onto the level... you put a dry bone down just to make it get hit by a flip block... which was pretty poor and unengaging placement and that into a filler 2 goombas with a firebar? you really started to not care about your level anymore the further it went at this point.
Well, climbing up the platform into the next challenge wasnt too terrible, but seeing the difficulty of all other challenges, i had my fireflower and could kill the spiny and easily pass this challenge, not a bad one but... still your powerups made for an issue, then another dry bone, filler thwomp, filler koopa and filler firebar with... a powerup for the boss?

i wouldnt have minded the powerup at the boss too much but... the boss legit only had flat terrain, so you could either shoot him down easily or take the hit, there was nothing interesting to it and it made bowser just a huge dissapointment after this level.
so... looking at everything here and doing the maths, the amount of points you get for this section is...

39/75 points

Final Score
39+0 = 39
an unique gimmick would've been key

07/24/19 at 9:38 PM

LaserTrap_ | 46/100

Note: This rate is a contest review and does not effect the level score.

Let's get the "gimmick" out of the way, shall we? To me, there is no gimmick to see here. You did use one glitch but it is not even a proper challenge. I can't give you more than a single point for that regard, so the rest of your level suffers greatly from this, I'm afraid.

It's pretty daring to enter SMF1 into a contest. It's been rinsed dry of everything, really, like all possibilities had been tried already by someone. Clearly, you thought you had something to show in it. Actually, for SMF1, I wasn't disappointed. I even enjoyed it, which is something I rarely say for the game. I have a few issues with it, however.
There was some good stuff to see as far as the game goes, but it does feel a little bit all the same, with a small lack of innovation. So it does get repetitive. Nonetheless, there was some nice placement of obstacles here and there that makes good use of what you at least have available, like what you see if you scroll to X:3460 in the editor. This is an example where it'll be hard to cover your mistakes but it's perfectly fair. But now I must move on to the level's biggest offence: Mushrooms at critical points! Multiple times in the level, you provided a mushroom to simply tank through the biggest challenge points of the level. Particularly with Bowser at the end of the level... which was a really weak setup to begin with.
While this level wasn't crazy good, it's a shame that it would have had a much higher score if we didn't have to factor in the gimmick score of the level. I'm sorry that I've had to do this, but you should have inspected the contest rules a little more closely.
My rate for the gimmick presented is 1/25;
My rate for the overall level presented is 45/75;
Therefore my final score for "Grand Fortress" comes to 46/100.

07/24/19 at 9:38 PM

AllenCaspe9510 | 79/100

Note: This rate is a contest review and does not effect the level score.

Yes, A castle with fun parts in it
+The scenery is superior and a lot of effort was built into this
+Enemy Placement was fine along with its difficulty

Gameplay: 30/30
Level Layout: 25/25
Level Style/Design: 20/20
Compliments: +2.5
Main Score: 77.5
[] The Orange Castle was cool btw,
As for the gimmicks
[] Theres alot of Gimmicks around here but they are not unique as in Unique Gimmick, but then a glitch that stands alone
Gimmick Technique: 1/10
Gimmick Variety: 0/10
Gimmick Uniqueness: 1/5
Score: 2
[] Allow me to explain some stuff about these gimmicks, it had a lot of variety and some of them were unique, but the gimmick on where you used a fire flower to fight bowser simply makes the fight a bit easier. there's also a total number of 4 gimmicks so its not so bad, since you have adding score, to your final score.
[] Overall,
Impressive level with a huge amount of effort used, the glitch was pretty hard to do, a lot of these challenges were cool. The theme did great, the gimmicks were nice, but there were not unique. Other than that, it's an awesome level and a well done!
Final Score: 79.5 (Hard)

07/24/19 at 9:38 PM

javien322 | 100/100

Great Job! That was very cool. Design and enemies went well
-I could not figure out how to do the glitch -1 :(
+However, the rest of the level was pretty fun +1 :)
Difficulty: This level would probably be good to be used in "Kaizo Mario World" (Extreme)
Compliments: Normal
Overall Score: 100
Overall Class: Gold

06/13/19 at 5:03 PM

IggyHopxD | 100/100

Una vez más, es un muy buen nivel. El tema de castillo dorado no es usado tanto últimamente en niveles, así que me pone feliz ver uno después de tiempo sin haberlos visto. También, me encanta que hayas usado el glitch de Mario pasando sin lastimarse a través del Parakoopa, del cual me había olvidado de que existía por cierto, así que gracias por haberme hecho acordar de él :P

En resumen, muy buen nivel. Los desafíos fueron geniales, y el diseño era interesante y bien hecho. Le doy 100/100 y dificultad difícil!

06/12/19 at 8:53 PM

JetWing34 | 100/100

This is a really good level to pay recognition to one of the greatest level makers of all-time! This may be a castle level, but all of the challenges were unique and full of great twists and turns! Brown castle levels are full of great surprises, and with the background set like that, the scenery and tiles matched perfectly well!

To some that can't actually beat the level, yes, the one challenge at x400 is possible. This is an ages-long glitch discovered some period of time in 2009 or 2010. Because I have 11 years of SMF1 level playing experience, I professionally beat that challenge and it was fantastic!

Monsters were placed extremely well. The Bowser (who throws hammers and shoot fireballs out of its mouth) was a pretty good conclusion to the level. The best challenges and great gameplay are mostly the reason I give this level a perfect rating!

Great work, H-Mania!

06/10/19 at 8:18 AM

DragonHeart | 100/100

Throughout the entire level very creative yet challenging challenges were presented one after the other. Great Work, perfect in every way! Although I would say the difficulty is at least hard.

06/10/19 at 7:01 AM

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