Originally posted by AxemJinx
D1, screen 9: If players use this yellow switch block for the mushroom, can they reach the ledge?
Yeah they should be able to.
screen A: Unless players see it while reaching the ledge, they probably won't know those Yoshi blocks are there until they spin-jump on the turn blocks. Maybe you could arrange them diagonally toward the pipe?
All of my testing of that sublevel never gave me the scenario of the camera being shifted up to have the Yoshi blocks be out of view, but I suppose that's a fitting alternative, so I'll change that.
screen C: I assume the melt-able blocks aren't inserted yet? Or are these something else? (I also noticed some blank map16 tiles in the level- what are they supposed to be?)
Oh they are, but the default Map16 behavior for the block is set to 25 and I flat-out forgot to switch it to 130 for this patch.
D2, screen 10: You should probably raise the ledges around this pipe, since stubborn players might continue on and "over-explore," only to find no additional exit pipes or secrets. This is more of an issue traveling right->left, but it applies both ways, I think. If you want to block players absolutely, then you'd also have to put Yoshi blocks there or something.
I figured the signs pointing towards the pipe would be a big enough of a hint to tell them to go this or that way. Then again, I also attempt to sucker the player with the sign through the cape entrance to D2 (Screen 17), so I see what you mean.
screen 11: You may want to consider making the 1up passage one tile wider. The first time around, I missed with the springboard and had to dismount up there. I guess it is a 1up, but I thought I'd bring it up at least.
Do you mean that Mario hit his head on a ceiling that the player couldn't see, meaning that they (unfairly) missed out on a 1up? If so, I'll change it, if not... I'll change it anyway.
D3, screen 7 (left): You can jump up from the p-switch platform and circumvent that setup- shouldn't you lower the platform a couple of tiles?
Funny, I was building that part so Mario couldn't fly his way up there (and looking at it in LM, it's still possible thanks to Screen 6) and I completely overlooked the fact that I could've easily set placed the P-Switch on a block that's solid only to sprites. That just goes to show that one error is all it can take to mess something up. I'll get onto preventing the whole thing from being break-free.
screen 7 (right): Since it's more of a trudge to bring the springboard here, I feel like you should have more coins in this room, at least.
screen 5: Where do you access this entrance from?
Level 124, Screen 8 leads to that pipe, which would be the skill-based method to that coin.
124, screen 10 (right): Not a huge deal, but you can reach the central platform without the red switch palace blocks using some clever full-speed jumps.
It's possible, but I can't really picturing many people trying to do it that way unless they don't have the Blue Switch either. But for those scenarios, I suppose it can be kept in.
D5, screen 2 (bottom): Players don't know what's down there the first time around, so when the freezie drops down there, it's a bit of a blind drop. Also, when I first entered this sublevel, I tried sliding and immediately regretted it :b I'm more worried about the former issue, though.
A personal rule of mine is that to give an idle Mario (including one that's moving down a slope) about 3-4 seconds before you can start to damage him. I originally had the Frostee on the right side of the ledge, but that meant he could hit Mario before those 3-4 seconds would expire, so I put him up there. All of my slide tests would cause Mario to take out the Frostee as long as Mario didn't jump. But the Blind hit issue can be troublesome, so I'll rearrange that setup.
screen 5 (bottom): Might just be me, but it felt a little hard to tell there was a platform there.
What platform do you mean? The Slippery red/ON one?
Also, the harder way to get the coin is clever.
Technically, there's only one way for that coin, but how much time it takes depends on the Yellow Switch- which surprisingly can make or break whether you get the last coin.
screen 8 (right): Again, I think you can get these with a full-speed jump even without the on/off blocks.
The only thing Mario should be able to get in that scenario is the Mushroom (if he's small). The ceiling should be too low for him to reach the top of the blocks from the raised ledge on the right, meaning that he'll miss out on the Flower and Yoshi if he doesn't have a Cape.
Anyway, this is looking pretty good overall, though I admit the majority of my testing has been without the majority of switch palace blocks activated. I guess I'll swing by again once you work on sublevel D4 and see if I have any additional comments with some combination testing.
Alright then, thanks for the input. I'll see what I can do about it for the rest of the level.