• Description: Hello. This is my 2nd level submit here on Level Palace. A simple overworld level with some basic backtrack challenges and classic gameplay, with an even more random name!

    Struggling to beat the level? Not to worry. Here's the playthrough: https://www.youtube.com/watch?v=dVGPQkH68E4

    Enjoy the level!
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What Others are Saying

LazorCozmic5 | 82/100

I have to admit, this is one of the better looking generic grassland levels I've seen in quite a long time, it's actually almost scary, lel. Okay, that was a bit of an exaggeration, but ye get what I mean. It's a pretty good level, for the most part I'd say. Gameplay-wise, it was pretty well thought-out. Nothing too astonishing, but the obstacles and switch backtracking and stuff like that, kept the player busy at times, and actually provided a sense of challenge, to an extent. Honestly, I'd include a reset warp like somewhere at x:1560 though, 'cause how was I supposed to know right off the bat I had to use the green koopa's shell at x:1200 to take out the thwomp? Secondly, has it occurred to you that you could cheat to get to the top platform at x:1700 without the use of the springboard? Well, it turns out you can. If timed correctly, you can indeed, bounce off of the monty mole and advance to the top platform. Which means the lower half of x:2000 is pretty much completely useless, well almost. I mean the section could be left to explore, but there's really not any award or anything special there, really. So, it probably wasn't the best idea ever. I also think that some of the gameplay could be improved upon as well. Most of it was just a bunch of grouped together ground enemies, with nothing really ground-breaking as far as that goes, and the porcupuffer could be led off-screen, which means you needn't face the challenge of outswimming it. I can't really tell you how to design your gameplay, but if I were to make one suggestion though, I'd say get rid of the monty mole at x:1660, and you're good to go.

The design/tiling was really good, with the skin 3 grassland tiling utilized to its finest caliber. The slope part at x:2080 managed to hurt me though, I guess it's a result of not putting an S-tile or slope corner tile above the ceiling in that area. Scenery was nice and intriguing, and I don't really see any real problems in that aspect.

04/16/18 at 4:56 PM

MariothePlumber2016 | 99/100

The only problem that I found at this level is at X3300 (I hope I'm not wrong.). There, if Mario is big and touching the wall, is made smaller (I don't understand why.). At least try to fix that mistake, right? I evaluate this level with 99 points out of 100. I hope you understand.

07/07/16 at 9:15 AM

IggyHopxD | 95/100

At x0 , under the platform, next to the red switch, there is a slope. If you slide, Mario gets will be sorrounded by the slope and the switch, and if you start to hold down arrow key, He will pass Through the platform and die. But good level! 95% For this and a medium difficulty.

07/05/16 at 12:54 PM

Markeyruiz97 | 95/100

The tileset choice you went with is very interesting to say at least, and it's pretty intriguing to look at. The levels challenges also had some nice variety to it, with some classical ones thrown into it. However, the included backtracking segments were very short and simple for the most part; it didn't add that much to the level difficulty and enjoyment of the level in my opinion. I do like how this level features elements that are rarely used in SMF2 levels such as the puffer fish and the fish generator. Although I can understand why users don't use the fish generator since it's extremely unpredictable, and the section it was used at lasted an extremely short time.

I did run into a few slope glitches though, which is at the green cave section. Don't forget to use corner tiles in layer 2 (which in this case you want to use tile 766, 768, 770 and 772 with the tileset you're using or, if you're using a different tileset, you want to use the exact same corner tile in the exact same location) to avoid slope glitches like that; this is a glitch that goes far back in SMF2 2.1. Otherwise, this is a very good level with fun gameplay.

07/04/16 at 6:04 PM

CarlosV | 96/100

This is Perfect! Everything is very well made,and the challenges was a fusion of the classic and the modern.but i saw problems,like the ground tile cut-off at X:3640,or that errors with the 583/585 tile,that LB said how to fix it.Another problem was a strange placement of that flyingkoopa at X:5200,that you cant pass with a power-up.But this was very well made too.I thing that the use of the green tiles was perfect to the level,and the challenge that i think was the most creative was in X:440,when you need to use the chuck to jump to the other part.Anyways,its perfect,but have some flawns.

96/100 - CarlosV

07/04/16 at 1:35 PM

Luigibonus | 97/100

What a nice grassland level we have here! The scenery, use of backtracking and enemy placement were perfect. A flaw I came across a lot in this level tho, is that Mario takes damage/dies from hitting these tiles: http://prntscr.com/bopnvq - simply putting the right corner tile here would fix it (Tile 584 in this case). Tbh, the Paratroopa at X:5200 was a bit annoying when you still have a Power-up, cause you either have to lose the power-up or make a really precise jump.

Other than that tho, I really enjoyed playing this level! Nice work!

07/04/16 at 12:42 PM

LordApoplexy | 97/100

This level wasn't that much of a struggle in my opinion. The only times I struggled a bit was at the beginning and during the checkpoint mark. But other than that, this is an expertly-crafted level in my humble opinion!

The challenges here were a unique kind, especially for the beginning of this level. Granted, there were only a few challenges that I didn't like where you only had one shot at the challenge, and if you screwed it up, you have to kill yourself. That problem isn't too much of an issue in this level, but it does take away the perfect 100/100 score that I thought about giving you.

A simple door that resets the puzzle would've been a nice addition, so I at least hope you take this piece of advice I'm giving you. For now, let's move onto the next part of this review.

Another small problem I had was the last section. I think the fish generator was unneeded in my opinion, since it only added in some forced difficulty. It isn't too bad, though, but I was close to dying near the goal point.

But other than that, this is an amazing level overall. It definitely gets a favorite and a high score from me, and I hope you're at least somewhat satisfied with this score, despite me not giving the level a 100/100 score.

07/04/16 at 12:02 PM

Brendan | 97/100

There's a very strange layering issue (or something) where you die if you jump and hit the diagonal tile: http://prntscr.com/bop3jr... it happened to me four times.

Other than that, I didn't really find any serious issues with the level, other than the fact that I had to load the game four times to get the level to load instead of showing me just a background. I know it's not your fault, but it's absolutely absurd... I can't have a game on my site that only works half the time.

Anyway, I thought all the challenges were pretty great. Even with 7000x of gameplay, nothing felt repetitive. You made excellent use of backtrack items... no major problems with gameplay.

As far the design goes, you did a good job, although I really wasn't a fan of the coloring. Puke-green wasn't a good choice in my opinion, but besides this, it wasn't bad at all. The diagonal scenery (http://prntscr.com/bop6tx) was odd but creative. Just fix that one issue with the layering death glitch (or whatever is causing it) and you're good. Nice work!

07/04/16 at 11:58 AM

SavaXiller99 | 100/100

I mean, what can I say? This is an awesome level. I'm really impressed with the design and scenery and the challenges are fun. 100/100 from me!

07/04/16 at 11:43 AM

Ubfunkeys7 | 100/100

Honestly, I can only agree with what everybody else is saying, the tiling and selection of tiles are perfect for these types of levels. The scenery was very well placed. Challenges were on point, so i say this is a really good level.

07/04/16 at 10:58 AM

przem1994 | 100/100

Excellent Green Grassland level. The tiling fits well for green grassland theme, awesome scenery, challenges and backtracks. Well done, you get a 100/100.

07/04/16 at 10:47 AM

ZidaneZ | 100/100

Aesthetically, this level is like gnawing on a tourist's femur bone after a good meal. The openness and puzzle design are nice as well. No major complaints and I'm in a good mood, so...

07/04/16 at 10:44 AM