By using this site, you agree to our Privacy Policy and our Terms of Use. Close
SuperRetroTurbo said:
Mandalore76 said:

Yeah, I realized I could offscreen the Thwomp without breaking any of the crates by going straight back into the clear pipe right after triggering the Thwomp.  That left enough crates and POW blocks to build a platform up the wall and a safe ledge to land on over the Spike blocks.  From there I was able to do a Long Jump to the big coin and pipe to the next room.

I also played the jump around course and Improbable Mission again to refresh my memory on why those stumped me.  I'm as bad at bouncing on Piranha Creepers as I am at Thwomp riding, lol.  As for Improbable Mission, I can get by the first set of obstacles to the Hammer Bros, but that's as far as I have been.  I'll take some small comfort in the fact that of the 3 courses I haven't been able to complete, there is only 1 combined clear on them.  You have a knack for designing tough courses!

I'm all about the kaizo. I love the quick react feel. That's the next best thing to gameplay besides official Nintendo level design, to me. Thwomerang is my only official kaizo level uploaded but I have quite a few in the stash. 

So, if you want to give it another shot, to prime yourself for the level, you need to spin jump off of the first thwomp just as it reaches the wall, then hard press jump onto the opposite thomp immediately after prompting it to move. From there, immediately jump to hit the coin boxes, allow Mario to slide down and repeat jumping. The next room is the same concept just faster and requires the player to jump on top of the thwomps immediately after one wall ride, to reach the top pipe. If you can get there, the rest is a challenge but it's all the same concept. Thanks for playing. Sorry I didn't play yours but I most certainly will.

Thanks for the tips.  Yes, I will definitely try it again.