This question block has a weird outline.
In the sewers, the gray pipes makes the sprites and mario "float" in the air, I would recommend avoiding placing sprites there.
Blind jump, it is not known if there is ground below or not. Some coins can help indicate where to fall.
Another blind jump.
When you beat the boss, part of the background doesn't go dark.
In the minigame room you put horizontal scroll, you must disable it. Also those "bet blocks" generate cut-off once destroyed.
The right side of the orange and blue blocks act like a cloud instead of being traversable. Open the Map16 and change the "act like" of those blocks to 25 which means tranversable.
It's on purpose or if it lacks a platform?...
There is a "false exit" that ends without unlocking the next level. When this happened I assumed that it was bugged but then I discovered the real one. It was kind of confusing to me... But anyway, false exits are no fun.
Shy guy Toy Box
This jump is not very blind, but I think you should remove those shy guys because you can get hurt with one of them.
Fun on the slopes
Blind jump, put some coins.
You should never put a coin on top of a question block, if the block is hit before grabbing the coin then the top block will become solid.
Fun in the forest
This part generates slowdown and it makes some sprites disappear. You should remove some sprites
This parachute goomba is well camouflaged in the wood.
This platform is set very high, you should lower it.
Danger in the water
The first line of the blocks shown in lunar magic is invisible in the game, therefore it seems like a bottomless pit when it is not as you can see.
There is a lot of sprite overload in this part of the level, making slowdown and disappearances as usual.
This jump is very narrow, it requires jumping on the edge at some speed in order to pass.
Dry Dry Heat
These kinds of blocks camouflages themselves, its somewhat hard know who is a solid block and what is not. A slightly darker outline in the solid blocks should help.
A precise jump can hit this block without the yellow switch blocks.
These slopes have a low priority unlike the other blocks. Also, the scroll of layer 2 is variable here and makes some parts inaccessible or difficult to pass. You should open the "Change Other Properties" of the level to change the scroll of layer 2 to constant
Dry Dry Heat 2
The same problem of the outline of the blocks. Change it.
Remember that the first line of blocks is not really seen in the game, also if you fail to put the key or you do not have it, you will inevitably lose a life.
I would recommend removing some of these enemies, there are a lot of slowdown.
Back to Dreamland
I know it's the beginning of the level, but it's still a blind jump.
Another blind jump.
This block acts like a vine, so you can walk through it and fall, I think it better change the "act like" of the block to a cloud.
There is a goal tape at the beginning of the level, I had to use lunar magic to be able to test the rest of the level
Layer 2 munchers can sometimes hurt you around Layer 1 blocks. Effectively causing that in some places you can receive damage without reason.
Big Boo Mansion
Before this door there are 2 empty screens (Sorry for the lack of reference, I don't know how to make GIF videos yet)
In the fight of the Big Boo there are horizontal scroll, maybe you should disable it.
The battlefield is somewhat disorganized, if you fall it is likely that you will not be able to return and you will have to lose a life.
Another goal tape at the beginning of the level, again I had to remove it with lunar magic to test.
This is an inevitable loss of powerup
Ice Escapade 1
This used turn block can generate cut-off if you activate the P-switch of the same level, like this.
The first block of the slope is a wood fence, which isn't solid and you can pass through and fall. Change it to the respective slope block.
More Blind jumps, some coins can help in this part
When you finish the level there are some cut-off
Ice Escapade 2
This vine has garbage sprites, you should repair or change this.
Ice Escapade 3
I see the pallete of the green pipe some strange (Or maybe is only me), the red looks somewhat nice.
The gift of the left easily looks like is floating.
Under the ice
At the start of the level there are a lot of sprites which generates slowdown
There are another invisible floor.
Just above the goal tape there are some cut-off in the ceiling
Ice Escapade 4
When you pass this level you cannot continue to the next one. I used Lunar magic again to test the next level.
You should remove these wall note blocks, Mario can get stuck between these and possibly die.
This place is an unevitable loss of powerup.
In a vertical level, Mario cannot pass completely through the first block of the edges even if there aren't nothing. You should give in this case a space of 2 blocks.
In this sublevel when the message is shown then the Layer 3 dissaparears. There are 2 solutions: Or you put an message box in the previous level, or you can insert the Sprite message box patch.
The thwomps will fall until they land in a solid block, including Layer 2. In fact, when Layer 2 goes through the thwomps and they fall, if these blocks are solid they will stop inmmedialty. You must place them in places where any solid block cant pass through them
You should make the color of the wave equal to the water.
When the boss casts this attack it has a wrong sprite, pallete and some sprites disappear.
World 3 overworld
The Star warp and the road are over the skulls.