• Description: This is just a level showing how much I have improved in SMC, this level is pretty generic and classic, I also added custom music in this so the level is less boring but no custom backgrounds.

    The text box is just suppose to be a joke. The reason why I put 2 baseballs flying at Map 1 and 2 flying bones at Map 2 is just so it's not so easy for speedrunners. I put those grey blocks at Map 1 so no one can cheese it with the jumping piranha plant. If you go to the editor, you will see cutoffs with the moles at Map 1 but if you're playing the level, the cutoffs will be fixed automatically.

    There are 2 exits and 3 dragon coins, they are not hard to get, I added them just for fun.

    and yes the level is possible so NO FAKE RATING!!!!

    Update 1: Removed a cheese in Map 1. (mentioned by Adyj)
    Fixed a layer issue at Map 5. (mentioned by Adyj and NESFilipGamer)
    Throwing drybone no longer faces towards checkpoint 2 at Map 2. (mentioned by Adyj)

    Update 2: For some random reason, due to the power update it caused to bug the L tile, if the L tile is touching a flying red koopa it gets stuck so I got rid of most of the L tiles.

    Update 3: Removed cheese in Map 2. (mentioned by Adyj and txlu_456)


    Map 1: https://www.youtube.com/watch?v=wLg8oUE4H9E
    Map 2: https://www.youtube.com/watch?v=T-SMtPzK30I
    Map 3 (SECRET): https://www.youtube.com/watch?v=OY-4KbU2uLI
    Map 4 (SECRET): https://www.youtube.com/watch?v=1vjv7T30wgs
    Boss (SECRET): https://www.youtube.com/watch?v=0pw5A7yBEkk
    Map 5: https://www.youtube.com/watch?v=OyotodRXKdc&t=1s
  • Contributors: No additional contributors.
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What Others are Saying

nizwanbro | 83/100

There was litterally scenery everywhere which caused some cuttoffs, I like the thumbnail photos though, but the best thing about this level is its name :)

02/10/21 at 12:39 PM

adam02oc | 76/100

A decent level. Platforming was pretty fun and the Dragon coins were a nice little side challenge. Some problems I had:

* Scenery was all over the place. Some areas were lacking (such as the starting area) whilst others were over-saturated (such as the area after the first Koopa jump). Scenery choice was okay, but it was just way too inconsistent. Watch out for this.
* No difficulty curve: the player is thrown right into the level. You should gradually introduce the player to the level instead of giving them difficult platforming right off the bat.
* Some unusual tile placement. Examples include mole holes being placed on edge tiles and arrows being unusually placed behind metal ropes (Map 2).
* Challenges were kinda generic, they didn't bring much new to the table.

To summarise:

LEVEL'S APPEARANCE (Scenery, Colour Scheme, Decor, etc.): Scenery was too extreme: too much in some parts and not enough in others. Mole cutoffs in some areas. Other than that good job.[7/10]

LEVEL'S FUNCTIONALITY (Does everything have a purpose, are there softlocks? etc.): Blue shell powerup serves little purpose. [8/10]

LEVEL'S AESTHETIC (Does the level follow a consistent theme? Is it immersive/atmospheric? Music/Background?): Music was pretty nice. Clustered scenery ruined the aesthetic a bit. [8/10]

LEVEL'S FUN (Longevity, Enjoyment, Fair or Unfair, etc.): Difficulty curve non-existent. Some fun platforming and secret rooms. [8/10]

LEVEL ORIGINALITY (Any creative, unique or original ideas? Is the level forgettable or rememberable?): Nothing to write home about. [7/10]


01/21/21 at 8:43 AM

Mesopotamia | 92/100

Neat level. Your level making style has definitely improved the last time I remember playing one of your levels. The scenery was pretty good but the way you stacked moles/holes onto the grass looks odd. Also, I didn't like the mole hole placed like this https://imgur.com/a/bFF7yFX
The cave scenery was definitely better-looking than the grassland scenery. Other than that, pretty good.

The gameplay is overall okay, but I didn't really enjoy the cave section in Map 2 that much, particularly the skull raft section. The rest of Map 2 seemed kinda repetitive, although I liked the idea of getting a powerup from the red ring section to get into the Boom Boom area.

While this level had great music and your scenery style has definitely improved, the gameplay is a little lacking and is overall not very memorable.

I'll give this a 92 and Easy difficulty.

10/22/20 at 4:08 PM

txlu_456 | 88/100

This was a really nice level to replay and rate.

Gameplay (Challenges, enemies and bonuses)
TBH I think the enemy placement was great. I don't find using the same 6 or 7 enemies(as well as variants) repetitive if their usage is great. The level started off with some traditional gameplay however the first gap is kinda big for a level like this and doesn't give too much reaction time against that first goomba. I can see you've fixed the parakoopa so I won't rate down for that. The rest of the grass area is really nice. I don't think you needed that galoomba in between the munchers since the lotus is already enough. Also, the arrow on the tree isn't very clear for what you need to do but it was still a good dragon coin. In the cave, I'm not too sure what a lot of the ceiling/wall munchers were for since you will probably never touch most of them but they maybe they're for decoration. Like Adyj said, the arching lava bubbles were pretty pointless making a boring ride. As well as the cheese he mentioned, the survival section lasted a bit too long in my opinion. Dragon coin 2 could've been a bit better, maybe in a short alternate route with the dragon coin at the end. After that was some nice, regular gameplay however the secret mushroom at the end probably should have been a 1-up since its quite useless. The bunny route was good too however the boss fight was kinda generic.

Scenery (Visuals, decorations and cutoffs)
The scenery in this level is bit too much and mole holes don't look well over grass patches and basically everything that everyone else said. It look so much better you halved the amount of mole holes and grass patches put in as well as have tree coming out of the pit. I really liked your use of blocks as decorations. I'm not sure what the song in map 2 is but it fit in nicely. However, none of the songs loop properly.
Rating: 88/100
Difficulty: Medium

10/20/20 at 4:40 PM

Skye1234 | 100/100

i love it, it's so beautiful!

09/07/20 at 6:34 PM

Nathan nathan | 90/100

To be honest, this was a pretty decent level. From your last level that I've played, I can see some improvement. Although, there were still some issues. Now, let's get into reviewing.

First things first, some of the music caught me off-guard. The underground music was a little bit epic for a cave, didn't expect it, but that's okay. I didn't expect to have different music in the 2nd overworld part either (Map 5), but okay. The scenery was kinda good, although it got repetitive and cluttered. As Advj said, there's no air decoration (in the overworld sections), meaning that whenever there's a gap between platforms, it looks bland. There's nothing in those gaps, which makes the scenery look scattered at times.

I agree with Advj on the mole holes, as they should only be placed on dirt. The cave sections (Maps 2 through 4) were better, although still repetitive, and most of the scenery was small. The challenges were kinda good, although Dry Bones, Goombas, Piranha Plants, and Lava Podoboos got repetitive. The boss fight was alright as the Podoboos didn't do much. The enemy placement could've been better, as it had the same problem as the challenges. As I mentioned before, this level was decent. I'll give it a rating of 90/100. Nice job Skeleboi, though could've been better. (Medium) :3

Things that I've taken points away for:
Scenery (-3)
Repetitive Challenges (-3)
Enemy Placement (-3)
Feelings Towards the Level (extra) (-1)

08/31/20 at 3:12 PM

IggyHopxD | 100/100

This user did not provide a review.

08/29/20 at 3:00 PM

Adyj | 80/100

Not too bad of a level, I guess. But there are some issues I have with this level.

Map 1
I don't like those mole holes. Sometimes, they're in front of grass patches, while other times, they were on the edge of the platforms, which looks quite bad. The visuals start off with a ton of ground deco and almost no air deco, which looked unbalanced. As you moved on, it feels like you just put put scenery wherever, without much thought, similar to Filip (I see why adam and OT hated the scenery in Filip's fortress).

Gameplay's not the best. Simple goomba to start off, kinda close to Mario tho. Then jumping into a giant gap with a koopa, almost a blind leap, and landing with some cheap baseballs. The textbox I didn't understand. I understood the idea with the backtrack for the spring, but you could just boost off of the mole, cheesing it. Then some tight gameplay into dragon coin 1 with the shell, before the cave.

Map 2
Better visuals here. While nothing looks "planned," it also doesn't look as random, and thus looks better.

Sliding down into the CP, I did not like that raft ride. It's just one jump over the blaarg, while the podoboos, while visually appealing, didn't do much in terms of gameplay, making this skull ride rather unengaging. Same goes for the next challenge, where the thwomp hits the P-switch, and survival section. It's very easy to just float below it with the bunny suit, and then suffer a long wait before the P-switch wears off. Dragon coin 2 was meh. Just grab it and go down, not much. Then a decent secret exit with the bunny, though the arrow was a bit confusing when I wasn't going for it. After this is a few more jumps til the CP, which is right in front of a dry bones walking and throwing bones towards you, so please don't have this.

Map 5
Visuals are a bit cleaner here than in M1, but still a mole hole in front of grass and a layering issue with the piranha, as well as not much air deco vs ground deco at the beginning. Gameplay's okay, I guess. It's just a few jumps, with a ninji jump into dragon coin 3 before the end, though nice secret mushroom.

Secret Exit
Expected something more like a bunny challenge, since it was needed to get in here, but I guess a metal leaf's fine. Boom Boom was disappointing tho, since the bunny suit makes it ultra easy to just float on him. Visuals were decent, with a slight castle theme with the chandeliers.

Final Difficulty: Medium
Final Rating: 80/100

08/27/20 at 6:10 PM

brogameryt | 92/100


08/27/20 at 5:57 PM

NESFilipGamer | 100/100

Amazing level! There is a layer issue at the end, but I'll let you off for that, so here is the rundown:

Layer issue at the end (-1)
Because I'm your friend and I enjoyed the level (+1)

A 100/100 and a difficulty of Easy, I think its Easy because I'm really good at SMC, good job!

Rating: 100/100
Difficulty: Easy

08/27/20 at 4:53 PM

mandrut2003 | 97/100

This user did not provide a review.

08/27/20 at 3:50 PM

Bowser Blum Blum | 100/100

Wonderful very good level nice gameplay good challenges you raffled my respect for this level is very entertaining and easy nice music greetings

08/27/20 at 3:50 PM

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