24-Hour SMW Level Design Contest #8 - Red-Hot Coin Hunt
This is a level that could have been entered in the 8th 24-hour SMW level design contest. I didn't actually enter the contest, mainly because I found the restrictions too limiting (the challenge was to take one of a specified list of original SMW levels and make something new out of it without changing any of the foreground objects or their behaviors, and this is the sixth time since these contests begun that I've been annoyed at having such strict requirements...what's with that?!), but then I actually *did* come up with an idea for something, so after asking around, I decided to go ahead. I didn't finish it in time, though (if only it had been a 72-hour level design contest instead...), not to mention I'm not sure if it would have been sporting to enter after making such a stink over it anyway. Honestly, these things are stressful enough in the best of circumstances, let alone with such a restrictive challenge and over a period of time when I had other things I needed to do. But despite still having quite a bit of stuff to do for the level by the time the deadline was up, I figured I'd done enough with it already that it would be a shame to let it go to waste, even if it ended up taking a full day after that and then some to finish it.
Anyway, enough about the circumstances...what about the level itself? Well, I decided to make Cookie Mountain (level 10, with sublevel C1) into a volcanic area. In this level, you must collect all 8 red coins before the goal will appear. The coins are scattered between the main level and the sublevel, but there is one other catch...the level gradually gets more difficult the more coins you collect. (I would have explained as much in a message box or two at the start, but my Layer 3 image does not work properly with message boxes. Yes, even the sprite version.) Platforms shrink, enemies change into stronger versions, and whatnot.
(Also, I am aware of the glitches related to the status bar, layer priority, that one sublevel transition, and the goal. Level mode 0E really does not like powerups or anything else that requires special priority handling, the transition glitch is one I've had before and one that I don't know how to fix, the goal music is probably just a wrong music value somewhere along with not bothering to fix the course clear message, and quite frankly, screw Layer 3 status bars anyway; they're more trouble than they're worth. I'm not submitting this anywhere, so whatever.)
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