"Pandora The Explorer (A2MBXT Instrumental Edit)" by Maiku Wotaharu
"Dew (Bad Lip Reading Cover)" by Maiku Wotaharu
Not really sure about that life farm, but other than that, I don't see any major problems. Just know at the start of section 4, it's technically possible to get stuck there if you somehow don't complete that p-switch section in time. Also, no need for underscores in the filename. SAJewers (talk) 16:30, June 23, 2013 (UTC)
Approved Level With Changes. Hmm... The issue I feel with this stage is that it has a definite feel of "I put things in places and made a level I suppose." However, I'm a bit hesitant to say rejected simply because Maiku Wotaharu has been REALLY good about listening to feedback and fixing elements of this level. It's come a long way since it was first produced. However, no matter how you polish it, there just isn't much there. I'd redo the entire Section 1. I'm not talking about adding more variety in platforms, but just in general. It's ugly and uninteresting. More variety in blocks, more variety in movement (currently it's entirely "hop from place to place, back and forth"). Currently, you have 1-2 block platforms going back and forth almost exclusively. Think about making a larger, wider level. The rest of the level is more or less okay - just Section 1 needs touching up. I do like how you've integrated the music in now though - that's really nice! Horikawa Otane (talk) 20:58, July 2, 2013 (UTC)
Approved! It's awesome to see you taking so many of these criticisms to heart! In fact, you even managed to take Screen One, which was kinda awful before, and make it into something fun and memorable. I didn't think you could 'fix' that one, but you did. Good job! I'm gonna go ahead and say this is fine for the final project! Horikawa Otane (talk) 20:01, July 11, 2013 (UTC)
One issue I have with the level is that I was never sure an npc was an enemy, or a friendly, especially in section 1. I saw the gray snifit and I wasn't sure if it could hurt me or not, so yeah, I was confused there. The level also seems to be littered with power-ups. While I think the 2nd section is fine with it, the 1st section is incredibly easy and doesn't require all those power-ups. Last thing in section 1, was that last line of enemy you could easily knock out with the 1st koopa shell, it just seemed kind of pointless to place all of those enemies there. At the mid-point, there needs to be some form of reset for the p-switch, or some way that there no way possible for the player to get stuck at the mid-point, we're trying to get rid of any of those spots. There are some dumb blind jumps in section 2, which has been declared a "no-no" level-wise. Place some coins or some other form of indication where there is land. Also, is it even possible to reach the secret area? I mean, it does reward you nicely, but it doesn't seem possible at the moment.
The reset of the level seems fine, Approved after level changes.
-sturgyman 4:07 PM 7/10/2013 (MDT)
So hey, I approving this level yo. Huzzah!
-sturgyman 4:42 PM 7/11/2013 (MDT)
Made it a bit clearer who the friendly NPCs were ("Talk to my flightless brethren...", "They'll shoot you on sight!"), removed line of goopas and powerup at the end of Section 1, made it clearer where to fall after the midpoint. I had made it so a second p-switch appears after the first p-switch (after the midpoint) is used up in a previous revision. I made sure you couldn't kick it off-screen this time around. It has been possible to reach the secret area and had left a clue and the means to in Section 1. I made it a little easier to get there when you do the thing you have to do. Maiku Wotaharu (talk) 03:14, July 11, 2013 (UTC)