In response to a review, I've updated my stage a bit.
Version 1.1 (Download)
(Updated to v1.2:
http://www.project610.com/files/JUMP%20 ... %201.2.zip)
Making pre-midpoint easier:
- The start of the stage no longer has the spikes on the landings under the steep slopes. The challenge will be just getting the dragon coin without sliding down to the bottom
- Removed some ceiling sp
ikes that I felt might, maybe, possibly hit someone while they're springing up
- Added a powerup in a place for those who defy coin trails
Making the post-midpoint harder:
- I've added some mean enemies to the end of the stage, and a honeypot to trigger them for greedy players
- I've removed the 1up and mushroom in the midpoint area
Making things less broken:
- I've moved my Screen 09 exit pipe down to the dual bullet bill cannon section (Screen 0B) to force them to fire at a consistent rhythm (Cape or not)
- I've killed the spike shaft thing between 09-0D, because it's now too short to bother with the spike mixup, which is sort of the only point. It is now simply a preview of the area to come
- Modified spawns a bit (Vertical flying koopas) to ensure some more consistency
- Tiny palette change to make the bullet bills fit in a bit better
Things that are missing:
- That ASM thing to make the screen scroll with the player even if they aren't on solid ground