The level utilizes these spinjumpable tree trunks absolutely terribly: they appear in exactly three locations, two of which being utterly pointless.
So what would be the best way to tell the player that the tree trunk parts with holes in them aren't solid? I'm not entirely sure, although I am certain that putting the first one on a log over a bottomless pit that Mario has to cross most definitely isn't it. (And why are they nonsolid in the first place? Does Demo fall through that tiny hole or something?)
Question: why the hell is a P-Switch used to deactivate ON/OFF switch blocks? If that isn't unintuitive, I don't know what is. (Also, you could theoretically get stuck inside the parrot coin area and have to reset the game.)
Down a random unmarked pit is not a good place to hide a secret, and even if it was, putting a spike at the bottom of it is just mean.
Whoever is in charge of the base ROM should probably change the switch palace levels to level 0 in the overworld settings until we know which levels are going to be used for them.
If you are going to put a spike there, at least give it a palette so that you can notice it before you hit it and die.
Is there any point whatsoever in having SMB1-style scrolling in this one room? It's inconsistent with the rest of the level and just plain out strange.
The level only has four parrot coins. Unless the fifth one is so well hidden that even looking in Lunar Magic won't reveal it.
Super Vehicle 00C - Onward to Moscow
The behaviour of the missiles isn't exactly the most intuitive thing ever; having one appear just above Demo's head when she's inside the train
is rather odd. Why not just have them always appear at the very top of the level instead?
After landing a few hits on the boss, she fired this at me; what exactly is it supposed to be, and is it something that should be there? Also some glitched tiles appeared at the top right.
It seems that the turnips won't actually fall off the side of the level if I miss them, which means that they start piling up and making other things not spawn (most notably the 5-bullet attack; at the end of the battle, it was reduced to a single one) after a while.
raocow wrote:Hmm, there are solid blocks 'under' where each of the blocks are, in the crate you are standing on, which are supposed to clue you in. If people thing it's too unintuitive, go ahead and remove all the invisible coins then.
...I didn't even notice those, due to the HDMA effect. Still, I don't think those blocks will prevent anyone from getting caught by the trap the first one through, and on the second time people will have already checked the area to find the ones they might have missed, so it ultimately doesn't do anything other than making you replay the room one extra time.
raocow wrote:About the 'item memory setting' thing, though, I have NO IDEA what that means.
The item memory keeps track of which collectables (coins, dragon coins, and invisible 1-up blocks are the most important ones) have been collected in a level; there are three different indexes you can use and if two items are the same relative position in two levels that use the same index, one of them won't show up if you collect the other. It's the bottom right option under the Mario head button.
raocow wrote:And technicaly, the earthquake thwomp DOES work with the underwater yoshi retrieval part.
Only under very specific circumstances that are very easy to avoid: you need to be standing on the bottom of the pool while the Thwomp hits the ground after having triggered the turnip in the corner. At all other times, it is nothing more than an annoyance.
raocow wrote:Would changing the door to a small door sufficient?
It is already a small door. :V Perhaps you could put a coin arrow over it or something?
raocow wrote:Are there any 'only passable when small' blocks we could put in front of the pipe?
Indeed there are, although I'm not sure if we have any good graphics for them yet.