I just finished it, and it's good. The visuals are good, some levels are just decent, while others introduce cool ideas. There are only a few levels where ideas aren't used as much as I wish. I won't be talking about all levels, because all of them are good, but I'll highlight the levels that are better then others or just got problems. And the issues themselfs. Duh. Anyways, let's go!
-There are some lags in some levels, thanks to some patch that is about some status bar.
-In speaking of status bar, when closing message box, some sprites in status bar disappear for a sec.
And with switch palace, they disappear just because message is there:
Growing Pipe Forest:
I kinda find it silly how there's SMW, SMB3 and YI enemies in one level, but that's not an issue. What IS issue, is
Moving Pipe Top Disappears when cutting goal tape, leaving cut-off pipe. You can fix it by using tweaker or just moving it somewere or removing completely.
Wood Cutting Woods:
Reused idea from previous hack, huh? But there's not too much to say, the gimmick (the fact that grinder can break some blocks) wasn't used that much and doesn't adds whole lot to the table. I wish there was more ideas with it.
No complains, it's a good level and well designed with transformations gimmick.
I got cofused with those "switch blocks", so I wish there was explanation somewere on how gimmick works... even thought it can be clear when you saddle yoshi. Level design is pretty good.
New Year Show:
I don't really like palettes in cave section, other than that it's another decent level.
Tick Tock Clock:
If I'll hit one of those guys when they go left, they start going down instead (I'm invisible here because I got hurt, and got a nice screenshot of it).
And when it collides with stopwatch, it just... doesn't do anything. It stops moving. Untill you collect stopwatch.
And lastly, I'd suggest you to make that after you pass 200+ blocks, they won't become solid after timer get's lower than 200, because you can just crush yourself in them:
Those guys are just ignoring the fact that the train is moving!
I'd suggest you to either make them die instantly when touching ground or just set their speed to the left so they'll touch wheels and die.
Desert Ruins Race:
It looks silly how the goomba touches some block after goal and just moves away from it.
So far it's my favorite level with some tricky setups, it got some slowdowns though and
Issue that can be fixed with this patch
Squished sleepy goomba doesn't have gravity.
And I can't destroy those blocks. IDK why, spinjumping doesn't works. There's no bob-o,bs to blow that up, so...
And lastly, why fireballs go throught those bouncy mushrooms? That's odd.
Tree Cut Mountains:
Either move this coin one tile up/down or use patch.
Blue Switch Palace:
Eating block part is kind of okay puzzle, but it got a few of issues.
-Yoshi's Block doesn't respawn, which means if you'll enter door without him (if you're big for example), you're stuck here, so I'd suggest you to put yoshi's sprite here. You can also lose yoshi if you'll drop him in here:
Miscolored micro goomba? And when you kill it, it's a goomba! (Galoomba).
I dunno why, but by default you can't kill dolphin-like cheep cheeps with fire, so I'd suggest you to fix it with CFG Editor.
And that's all I can say, overall I'd give it 8/10. Good Job so far
I can build levels, test your hacks, and sometimes fulfil ASM requests.