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SvennoJ said:

I tried your Trying out new ideas. Riding the flying spike thing is a good idea (hard, too easy to miss a star of slide off while jumping) but there are too many tricky parts in that level for me. A pixel perfect jump (luckily non fatal yet the squid thing gets in the way), zero time tolerance on the thwomp jump and getting the switch into the pipe, getting past the hammer bros, trampoline jumps up and down, then there's still a chance to lose the star you need in the wall. Although you can skip getting Yoshi and do a second pixel perfect jump to the finish. Anyway each element takes me 20 to 30 tries in the editor. So the shortest path would take me 160k tries according to simple chance arithmitic lol.



There's no need for pixel perfect jumps in the level, I don't think.  I put a feather power-up in the level that makes riding the flying spiny much easier to do (using the floaty jumps).  In fact, I'm not sure if you can even get up to the bill blaster area without the power-up since I designed it to make use of it.  I do know the thwomp part is tricky, but I actually had it much more difficult before, there were a few less rows of blocks, so you really had to get the timing down.  I also extended the platform past it so you didn't have to jump on the thwomp at the right spot either.  Current version is easier than the initial one I had built.

You don't actually need the p-switch through the pipe, just use the doors to reach the one already there.  Getting past the hammer bros shouldn't be too difficult if you keep the fire flower power and shoot them.  In my test runs, I don't think I've lost the star before.  I tried making it easy to get to.  I did find out that you can skip ahead using the top of the other pipe, but I figured it's okay to keep that in.