• Description: https://youtu.be/YtB6oar6xk8

    Level tribute to TFD. This its the first level of my serie "The Midnight" and will be only 4 or 5 levels. Each level will have a theme. In this case, a left level (with some backtrack). As always, there are glitches in the level: the jump with speed. Read the first point:

    https://www.speedrun.com/Super_Mario_Flash/guide/ey2aa

    In the part of the jumping koopa (in the screenshot), the green pipe where you did come from, takes you too to the previous zone (Bonus Area).
    Watch the video if you need help and please don't rate down for the difficulty or for don't know how to solve a part. Please explain why you rate down 100 and don't rate 99.
  • 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

hunter2710 | 87/100

This user did not provide a review.

10/27/19 at 1:01 AM

Shadomatrix | 99/100

This user did not provide a review.

10/26/19 at 1:41 PM

BananaMan 248 | 95/100

This user did not provide a review.

10/25/19 at 9:11 PM

LazorCozmic5 | 93/100

The challenges were pretty well thought out, so was the enemy placement with a few exceptions being the spiney at X360 that just falls if you wait long enough, and there's also that despawning parakoopa at X3100 followed by an irritating piranha placement after the X2740 entrance. As much as I didn't like waiting out the fliptile challenges, I must admit, it was a pretty clever usage of a seldom mechanic. Scenery was neat, but some of the tree scenery in the bonus zone led to obvious layer errors upon exiting the bonus zone, and the option of re-entering the X2800 pipe leaves the level vulnerable to 1-up exploits and collection of additional coins and powerups. X1900 utilizes an interesting roof glitch but given the sheer precision it pretty much constitutes a variation of blind jump. Finally, X1300 is roofskippable.

10/25/19 at 7:55 PM

KyleTheWraith | 100/100

This user did not provide a review.

10/25/19 at 7:36 PM

Adyj | 90/100

My school is on strike, and I'm losing my sanity because of it. If I rate low, this may be why.

Design/Tiling/Scenery
Since this takes less to talk about than gameplay, I'll start with it. Overall, I see some pretty nice design on your part. I like the addition of the tree platforms and mushroom platforms, and the scenery in this level is subtle, but does the trick. The background really fits the midnight theme, and I think you did a decent job with it.

Gameplay
Now, for a whole essay worth of stuff. Let's begin!

I liked the start of the level, with clearing the place of enemies before making a bullet bill leap. The firebar here is kind of annoying, as it does make you wait at times, but this isn't really that big of a deal. I feel that the hidden mushroom here should have had in indicator. Felt kind of cheap putting it there, without a coin underneath it. Damage boost into the next area, which did have coins as indicators, which I think is nice (Also liked the reset door here). The next firebar, which guards the mushroom requires waiting, which I'm not a very big fan of. The first one-tile gap had the bullet bill, which was nice, but the second one-tile gap right before the red koopa was kind of obnoxious. As for the piranha plants before it, I was worried that it was going to be hell to get past, but actually wasn't that bad. The bullet timing after that gains my approval, and then a few enemies, then next section!

I don't know when to start the next paragraph, so I'll just do it here. Thanks for the coins and 1-Up here, I guess. Even with 50 lives, it's actually quite difficult not to lose them all, since this level is quite difficult. The first pirahna plant in the next room annoys me, since it makes you wait. I can't tell you how many times I've ran into it, trying to rush to the next section. The koopa guide after that was kind of inconsistent, having to time the turn blocks to get the stupid koopa to cooperate. There's even a chance that the last turn block clips the koopa back up, which is annoying, since I had to start that over again. Last glitch is a staple of yours, a bit precise, but eh.

Final Difficulty: Extreme
Final Rating: 90/100
Didn't like the koopa turn block section

10/25/19 at 4:45 PM

przem1994 | 100/100

This user did not provide a review.

10/25/19 at 3:04 PM

NESFilipGamer | 100/100

Well, I have beat the level, time to review it:

Overall, a perfect level. I love your challenges in the level. The first challenge at X:920 was clever because, you had to kill the koopa and the lakitu, and then jump off the bullet bill. I also like X:4180 where you have to jump on the two blocks and then kill the koopa and then proceed, clever idea dude, well done. While X:4000 took me a while to figure out, I do love X:4000 where you have to destroy the brown block, make yourself small and then jump on the bullet bill to go to the next bit. X:3580 was also super clever. I also love X:3360 where you need to jump on the bullet bill over the pirahna plants at the perfect time, then you go in the bonus room and proceed to the next part. I love the challenge from X:2180 - X:2660. What's clever about this challenge is that your supposed to hit the blocks while your big and then take damage, then wait for the koopa to move to the perfect spot, hit the yellow blocks and then koopa moves on to the next bit, hit the next yellow block and he proceeds, I did this challenge and it was fun. X:1840 was fun too because you needed to do a roof glitch and it flies you to X:1440, grab the mushroom at X:1260, run to X:1440 again, hit the brown block and then hit the star block and grab the star and run to the end.

So overall, a god damn perfect level with no flaws to be found. This is going on my favourites for sure.

Also, can you make a tribute to me on SMF1 please? I'd like to see that, if you say no, I have no issue with that.

100/100 (Hard)

10/25/19 at 6:22 AM

    No actions to display.