• Description: MUSIC: https://www.youtube.com/watch?v=tUx4SfdoyUI
    (Yeah I'm sticking to YT music because I prefer it and also because for this level you'll really wanna disable sound unless you like hearing "ba-DING" a lot.)

    My contest entry. Duck jump under blue outlines to rocket upwards at the speed of light. Dark purple pipes are reset warps, pink pipes move to the next area.

    NOTE: Be aware that moving at the speed of light can confuse SMF2's loading. Certain blocks may seem to not exist. They do. They're just invisible. Walk offscreen to make them visible again. I hated this feature at first but it's grown on me. You'll know what I mean soon enough.

    Also note: if you get stuck mid-travelling-at-the-speed-of-light just duck jump again to proceed your journey.

    Enjoy.
  • Contributors: No additional contributors.
Rate this Level

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

What Others are Saying

Tristaph | 95/100

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

Wow! Of all the entries in the contest this is the gimmick I like the most. I love me some good puzzles and this level was a straight up masterpiece. There isn't really any enemies to deal with, but I find it's okay because the puzzle really needs your full focus. All of the 4 areas have a different mix thrown into the puzzle scheme and all were expertly designed. It took me quite some time to figure the whole level out but it held my attention the full time and I had a lot of fun playing it, and the gratification of passing one section onto the next, man!

My only real gripe is due to how the level is designed, some things are very very precise, and you can lose a puzzle you have set up just by not releasing a key in time to stop a duck jump or even jump a one wide gap without falling through, and I did find that frustrating at times.

Overall, awesome work and congratulations on my highest score for this contest.

Level 70/75
Gimmick 25/25

07/24/19 at 9:38 PM

AllenCaspe9510 | 55/100

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

Greetings, What do we have in the stack today?
-So yeah, I feel the like the level is quite empty or feeling empty. It's lacking scenery
-I didn't like the fact that you have to start over or you're forced to kill yourself at 0x 260y
-The idea where you strangely teleport yourself or so-called duck and jump is a strange addition to this level since you can die when you duck jump at the wrong time, It can even rarely create scroll glitches creating cut-offs.
-The level is kinda lacked, enemies making the gameplay quite boring

Gameplay: 18/30
Level Layout: 14/25
Level Style/Design: 9/20
Compliments: -5
Main Score: 36

=================================
[] Now this looks pretty interesting since its a level with lowest jump height ever, I never seen this and with this combined with the invisible Kaizo blocks with a puzzle quite makes a good stand along with the teleportation of the so-called duck jump, however, I'm not pretty impressed on how the gimmick was used.

Gimmick Technique: 8/10
Gimmick Variety: 9/10
Gimmick Uniqueness: 2/5
Score: 19

=================================
Overall,
Its an awesome no jump with jump level. There could be some improvements along the way with its scenery coverment with enemies to be involved. Becareful with the gliches.

Final Score: 55

07/24/19 at 9:38 PM

LaserTrap_ | 84/100

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

Oh man. If your creativity could kill. And it did to Mario, several hundred times. Jokes aside, this was a clever and indeed very unique gimmick, creating perhaps some of my favorite puzzles in any Mario editor. I'd love to give the gimmick more points than I will be, but a bit of cheese does prevent it, as on occasion you didn't place a hidden block, and right where you needed to. So let's go through this beast of a level.
The first puzzle I immediately got stuck on. For some reason I couldn't figure out the key stuff, and when I finally did I kept failing the quick turnaround for hitting the switch so I would have preferred if perhaps you had added blocks the same color as the switch underneath it as you did in later puzzles as it started feeling rather unfair. But it was a small size puzzle which means cheese is less likely and cheese was not found.
The second puzzle I found much easier. Just leave gaps in the right place and you're good to go. I've seen that some people are complaining about missing a required duck jump but I didn't see where that could be, it was simple enough to leave the gap at the edges and jump down to hit the invisible block above. However, the leaving gaps would soon be a running theme, and get a little bit more unfair...
I admit I have no idea how to properly solve the third puzzle. It's highly cheesed after hitting the green switch, as you can jump up to the platform above the red blocks. If I were you making a level like this, I would have perhaps set out the rows of invisible blocks all over before placing other tiles, just to be extra sure cheese like that couldn't happen. Actually, in a lot of places it looks like you did do that so I'm a bit confused at how this cheese came about.
The fourth one I also got quite stuck on. We had some extra puzzle creativity here with the added shell and on/off block, and that was kind of what stumped me. It was very satisfying to finally solve, though.
Unfortunately I did cheese the last one as well, I think, and yet again I'm not sure how to solve it legitimately. I understood the stuff with the key and the red switch fine but I was confused about how to get to the goal orb without this cheese, as using the rightmost coin block elevator would block off the path. Instead, I had to tough it out with a duck jump over that gap, and the tile next to this did not have an invisible block above it so I was able to simply jump up there.
Whew. What a level. Good stuff overall, but I'd suggest if you do come up with another crazy puzzle idea like this to include a little more variety. Switches and keys are good, I liked that puzzle 4 was different with the shell and all but I'd be interested to see how you could have included other mechanics rather than just items, like climbing on nets or vines for example.
My rate for the gimmick presented is 21/25;
My rate for the gimmick presented is 63/75;
Therefore my final score for "Jumping Will Not Help? (Contest Entry)" will be 84/100.

07/24/19 at 9:38 PM

JetWing34 | 90/100

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

This level took me DAYS...make it WEEKS to beat it. Hair gets ripped out of my head trying to beat the level as best as I can. BUSTED my f***ing tail off to beat the level, through blood, sweat, and tears...and yet I beat the level. So, the gimmick was the elevators guided by the blue-dotted blocks. That and trying to figure out how the heck to navigate through a coin-block maze without getting stuck a bazillion times over. At least I can give you credit for the elevators.

25 (Gimmicks)

As far as the rest of the level was presented, you had a little bit of scenery, yet you have excellent tile placement for the level itself. As far as how the level's mechanics were presented, hitting the exact coin blocks is extremely difficult to navigate. If you get soft-locked into a trap, you have ZERO choices but to click on the 'X' (bottom-right corner button) or right-click + Quit. At least there were plenty of reset warps in case you screw up.

65 (Main rate)

TOTAL - 90

07/24/19 at 9:38 PM

The Flying Dutchman | 59/100

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

Thank you for your entry! your grade will exist out of your demise, TBK, im coming for you. So... lets get right into the news! review.

Unique Gimmick
So? back at it again with your vague gimmick levels eh? well well, this level is quite something; No jumping, just invisible blocks. I really liked the concept behind this one and seeing the editor, you did quite a job to make every spot unjumpable, well, not every... but still. The concept was introduced well with a pit and a roof of coin blocks, instantly telling you you cant jump and carefully explaining the coin lifts too, a proper introduction, but too much at once though, the first puzzle took so long as it introduced literally everything at once, which is a bad way of introducing your gimmick. You used the gimmick the whole level and even set a thematic vibe behind it, making it cut deep in the fundaments of the level; a fitting display for such a gimmick. While you did try as hard as possible to make unique challenges... it wasn't fully fledged out, as you could've used so many more indicators for different types of invisible blocks with vines inside of them, imagine: setting up puzzle with climbing or pswitch hops or keys out of invisible blocks with jumping killing you, you missed out on so much while using your current leveltileset to its fullest, really, next time try experimenting with more objects for puzzles.

16/25 points

In depth Review
So, putting up my relaxing music, here's the cue for you to enter and abandon hope.
As i explained before, the very first puzzle was a extremely nice introduction, but overloaded with content. learning the way you had to hit blocks was confusing at first but then got really understandable, the way you had to leave 1 gap and use certain setups to skip past gaps, the fact... reset warps were erm... scarce, but that wasnt too big of a problem in the first puzzle as you could reset by dying pretty much anywhere. the puzzle wasnt a proper first puzzle though due to the fact you already had to use tricks to grab the key and put it down somewhere, then hit the switch and proceed to the exit with the key, NOTE: i really didnt like the fact the lifts had a kinda precise spot of being used because if you went a bit too far to the left or right, you'd die.

The second puzzle was softlock heavy though, it didn't take long to figure out as it used the same pattern as the first puzzle: hit all blocks, leave gaps. this'd have been better for a first puzzle + the drop from the sky, besides the heavy unfair softlocks ofc, the puzzle was cheesable though with unducking during elevation, making 1 whole elevator unnescecary, the puzzle also felt too big, resetting made you have hit too many blocks over again. 1 elevator was too close to a reset pipe, making you able to accidentaly reset.

The third puzzle was way too difficult to be placed as the third one, it was really confusing and tedious, the solution seemed to be actually jumping and using a not-placed anti jump block to get on the key and hit the switch and get it out, you should've compacted this puzzle by a lot too as the terrain usage was simply bad and the main tool of solving was the same ol' "hit every block and leave a gap".

The fourth one was the same as the previous puzzles; hit blocks, leave a gap, except it was really frustrating because you had to unduck on the lift at a proper time which was obnoxious, i ended up using both elevators to get a higher level of blocks to instantly throw the shell in the desired spot with some clutch cheese... a horrible puzzle this was, and spicing up was really nescecary here, as just invis coin blocks didnt do it anymore.

Fifth puzzle was the same of the old story, it required some thinking and was one of the better ones, but could've been upgraded with invis blocks containing different items or even poison shrooms, the coin under the elevator only made it confusing, as if you had to use it from below, while struggeling with the fact elevators blocks you off, which problem was also encountered in puzzle 3, and come to the think of it, also puzzle 4 which i cheesed. the heavily hitting invis blocks was really repetitive and remembering which ones to specifically not hit got annoying, for every puzzle you had to trial and error and slowly figure out what to hit and what not. solving this puzzle literally required breaking the whole "jumping will not help". at that point... why did you just not expand your set of objects, i had the game sound muted anyways, yeet in a pswitch and get this repetitive mess outta here, puzzle 1 and 5 were truthfully all you needed for this o be good and then expand, but you didn't, shame.

Last note: ingame music pls, i will be light on you tho because you got the style points.

43/75 points

Final Score
16+43 = 59
59/100
I've waited eons to decimate your puny existence, now is your time to... oh... you got my highest grade, well... gratz
~TFD

07/24/19 at 9:38 PM

cgdbec111 | 100/100

This user did not provide a review.

07/14/19 at 2:53 PM

Domiel_Dela | 100/100

This user did not provide a review.

07/08/19 at 8:11 AM

The Cyan Yoshi | 100/100

I was extremely confused on the first puzzle but it was a really good designed level.

07/08/19 at 6:56 AM

Marz | 80/100

too hard

07/07/19 at 2:40 PM

TicTimeless | 100/100

It was surely a nice level. I really enjoyed that! And the glitch is kind of confusing, but that doesn't matter, I still liked it. I give it 100/100, because why not.

07/07/19 at 10:43 AM

Luigibonus | 95/100

Good stuff! This level introduces a lot of new challenges and innovations to this gimmick, which is rarely used too, so it's nice to see it again after so long.

The gimmick is of course, invisiblel blocks blocking you from jumping (but also getting upwards again using a neat physics glitch) and the puzzlels around it were extremely clever and well designed. My only nitpick here is that there could be a lot more variety in terms of puzzlels, since they did tend to get a bit stalel after some time (it was mostly key & switch puzzlels, it would be nice to see some more objects & items being used).

The atmosphere of the level was great too, the silent atmosphere and the color palette used definitely add to the experience! (I know there was optional music in the desc, but it gives off the same kind of vibe)

The few issues I came across are mostly technical. The duck-jumping-through-invis-blocks ended up killing Mario occasionally. For some reason the level was really laggy in certain areas. However, I'd like to blame SMF2 for not being able to handle a well designed level instead lel.

Also, I featured it - again. Didn't know it was already featured, so enjoy some extra days of being featured I suppose :p

07/06/19 at 8:29 AM

LazorCozmic5 | 85/100

Jumping will not help, except it does, because it's necessary as to draw new paths out of hidden treasure. Oop I'm not making sense. The concept although not entirely new in retrospect (originally introduced by Segomac) is interesting and makes cents. Somewhere down the road I'd like for the level to at least incorporate enemies (podoboos? perhaps, considering lava) to allow a more fun and immersing play. The invisible column glitch flows nice besides the occasional death glitches but also comes at the expense of cutoffs occurring from it at later points in the level. Peep this, this and this. And just because reset warps exist it doesn't mean you can't get stuck either

07/06/19 at 12:21 AM

javien322 | 100/100

This level was practically perfect!
Difficulty: Hard
Overall Score: 100
Overall Class: Gold
Great level for a gimmick about jumping.

07/05/19 at 4:40 PM

    No actions to display.