• Description: NOTE: you need to drill jump on the first spike ball as soon as it's possible to or the spike balls will be out of sink. :/

    so here's something unusual for me to make, a quite hard drill jump basest level. while the jumps are defintely not KAIZO and i put checkpoints after each section i still would say this is a Challenging one.
  • Contributors: Custom music looped by Francy Y & Plume 4.0 Custom backgrounds found on Orangetacks website
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What Others are Saying

LazorCozmic5 | 95/100

This user did not provide a review.

06/06/20 at 9:25 AM

Orangetack | 90/100

So I didn't really dig the visuals. In map 1 the green tiles didn't fit with the choice of bg. I've found that a cave/forest combination goes well with it. In map 2 the tiling didn't work with the bg either, creating a sort of clash. The bg in map 2 probably doesn't have any tiles that can go with it yet in SMC. It probably will in time though.

But in terms of gameplay, it's a remarkable and generally well executed level. The exploration of the spin jump mechanic is done well, and the overall difficulty is good. Checkpoints are mostly put in just the right places, with enough distance between them to make things exciting but not so much distance that the level becomes frustrating. The setup of the level kept me hooked all the way through, despite the hard difficulty.
There were a few areas that had design flaws. The issue of the first two spikeballs being out of sync could have been sorted by putting another spikeball on the same route as the second one. x70 in map 2 was also the only challenge that I found frustrating rather than fun, because you kind of have to dash blindly if you want to make it. Small flaws though. This is an amazing level, probably your best yet.

05/25/20 at 12:08 PM

francy Y | 100/100

very nice level, I like that you used the music that I put in the other level, it's perfect, the challenges were interesting, even the scenarios are fine

05/25/20 at 6:18 AM

Jirachi | 100/100

Cool song!
Difficulty is great!

05/25/20 at 5:40 AM

deciduu | 95/100

This user did not provide a review.

05/25/20 at 4:20 AM

Blueyoshi0014 | 97/100

What outstanding work! I think this may be my favorite of your levels. Let's review:

I'll start with the least important yet most noticeable aspect-- the aesthetic. I like your mix of the retro tilesets and the desert's bony scenery. Even the lanterns, though unorthodox and occasionally cluttered, helped fit the dark, gloomy vibe. But what really bothers me are the near absence of coins. They're useful not only for giving Mario extra lives, but also as a path to follow and even a temporary sort of scenery. But the only coins you'll find here are lazily packed by the goal orb. It's a pretty dull ending after all the challenges Mario's been through. And speaking of...

Despite their simple premise, these challenges were actually surprisingly satisfying. IDK how you made a concept like "spinjump off the ouchy things" more interesting than it sounds, but I'd say it worked. I also appreciate the checkpoints after every round of spinning stunts. Stuff like that really helps avoid crossing the line between "hard, but fair" and "hard and unfair", though there still some missteps along the way. X:60 of Map 1 and especially X: 70 of Map 2 are some good examples of this-- in both sections, the spinjumps demanded of the player are a little too precise, to the point where most of the lives I lost in this level were from a string of consecutive failures. It's not quite the pixel-perfect chaos of kaizo, but I think in both instances your level design could be a little more forgiving. If I had to change these challenges, I'd remove one of the former's final death blocks (like this) and up the speed of the latter's spike chain from 80 to 100.

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I think it's safe to say I was not disappointed with "Haunty Drill Jumps." Spinjump levels are a tried-and-true concept that can be exemplary in the hands of an experienced level-maker such as yourself. Even a couple blemishes don't put much of a dent in this whirlwind of a level.

My final rating is a score of 97/100, with a difficulty of Hard.
Bonus Nitpick: It might be a good idea to replace the gray blocks near the top of X:30 with three instadeath blocks (example). 90% of the time you hit them you're doomed to bonk off and hit the skull blocks below, so I doubt it'd affect the level much.

05/25/20 at 1:39 AM

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