See Level | 95/100

***THIS IS A CONTEST REVIEW AND DOES NOT EFFECT THE LEVEL SCORE***

I simply have no words about how all of the puzzles were amazingly laid out. Astonishing amounts of creativity and effort was without a doubt put into this level. The backtracking was just insanely good and each enemy was placed with pinpoint accuracy. Lots of item retrieval is involved too, all of this done in really creative ways as well. Not only that, but the level had a really good color consistency in the tiling and scenery. Speaking of which, it took extreme care, just like the puzzles. There may have been certain elements that get too cluttered with it, just like some boulders inside the tiling. The rope tiling at x1220 y0 should be placed in front of the climbing fences, by the way. It looks better and more natural, somehow.
That transition at end was just perfect. The player discovers the El Dorado and finishes the level after a long hard work.

What a great level. It may have had some minor flaws with the tiling but heck, it sure is worth playing and it's perfectly recommendable for any puzzle fan out there! This gets a score of 95 out of 100 from me. Great job!

11/19/17 at 9:32 PM

See Level | 76/100

***THIS IS A CONTEST REVIEW AND DOES NOT EFFECT THE LEVEL SCORE***

I have to admit that this level has an impressive amount of backtracking revolving around all of the challenges. The obstacles you've used in the whole level work really well and definitely build up for the moment the player gets the key, which is vital if he/she wants to beat this level. You have to be very strategic when planning every single move and jump and everything makes you stop and think. However, I did find some flaws.
There's actually a floor glitch that can kill Mario, specifically at x100 y480, where the player might walk too much into the slope. Just replace that with a 90 degree corner to prevent this in future levels. Since this is a forest level, the usage of both kinds of spikes is kind of out of place. You should use munchers for this theme instead. Another flaw I noticed was the grinder that tucks behind the cactuses at x940 y60. These pieces of scenery should be placed in Layer 2 instead. I'm kinda iffy about the usage of lava at x2300 y40, which doesn't fit in a jungle level. I would add water with muchers or death blocks on the bottom and the jumping blue dolphin instead. It would be a better fit in my perspective.

Overall, a level with high quality gameplay with few negative factors. I'm giving this a score of 76 out of 100.

11/19/17 at 9:32 PM

See Level | 70/100

***THIS IS A CONTEST REVIEW AND DOES NOT EFFECT THE LEVEL SCORE***

This level sure had a unique theme. With that, it's quite understandable why you used different tilesets and colors. And it worked well.
The tiling and scenery looked complex and were appealing enough, but some of it may have looked to cluttered as well. Though when hit the question blocks containing coins, these tucked behind tiling, which is a layering issue. Just place the first two tiles above the question blocks in Layer 2 to fix this issue.
I see you have added some fun challenges which make use of color switches, but some of these don't work. Why? Because they can be skipped over if the player chooses to go through alternate paths and there was this one area where it's possible to roofskip and get past switches without pressing them. This hinders gameplay value quite a bit.

Despite of the problems listed previously, this is still a memorable level. I'm giving this a score of 70 out of 100.

11/19/17 at 9:32 PM

See Level | 15/100

***THIS IS A CONTEST REVIEW AND DOES NOT EFFECT THE LEVEL SCORE***

As far as this level goes, it just looks like a hack of Super Mario Bros, with some new things added to the mix. By 8-bit standards, the level looks quite alright, maybe except some weird block placement at MZ x1120 and x1900, but gameplay is a whole different story.
It's your average Nintendo 1-1 level gameplay. Most of the challenges can be easily skipped and breezed through thanks to the fire flower, it also had too many invincibility stars which made this level possible to beat in a minute or less. The level may have had too many coins that give easy extra lives to the player.

This level felt very short to me, despite the main zone using a full x4180 length. I'm giving this a score of 15 out of 100.

11/19/17 at 9:32 PM

See Level | 40/100

***THIS IS A CONTEST REVIEW AND DOES NOT EFFECT THE LEVEL SCORE***

Nothing much to say about this level. All of the challenges used in this are somewhat redundant and too straight forward. The player just knocks down enemies and jumps further with necessary items and beat the level. Clearly most of the ideas were rushed.
For a level which tile is Fire Bro Castle, it is kinda deceiving because you would expect for this castle level to have a fair amount of Fire Bros, which are recent additions to Super Mario Flash 3 and bring new level of challenges, but there's actually only one of them in the level, and that's in the end area. The way it is placed is cheap, all the player has to do is to watch for his descending fire balls, hop off the vine and stomp him. And then you beat the level.
The tiling and scenery don't fair much better either. It looks too flat and bland and all what was used to decorate the level were lamps hung by oversized ropes, and these are too close to each other, contributing for a low aesthetic appeal.

I'm giving this level a score of 40 out of 100.

11/19/17 at 9:32 PM