[VLDC14] Amethyst Spikes - Playthrough
Author: Nario31415
Place: 45th (standard)
A simple course that makes use of "plantaporting" mechanism, which differentiates it from other levels. Not much was done aside from this and introducing layer 2 (fall), honestly. Instead of making just one room, the creator could've gone for a warp to make the thing longer. Obstacles aren't exactly mind-blowing, either. It's waiting most of the time - maces don't project much thread after all. Basically only obstacles with both maces and bean springboards challenge you at all. After I made a research, FG looks more like rose quartz than amethyst to me, TBH. I wouldn't use these half throw blocks like this and I'd change the map16 switch palace block indicators to exclamation mark blocks from the overworld.
In this series, I will be playing levels from SMW Central's Vanilla Level Design Contest 2024. All playthroughs of standard levels will stay blind, albeit their respective videos will be all edited. This means that I only play my levels for the first time while capturing footage. However, an exception will be made for kaizo entries. After I've played them blind first, I'll record their replays and only leave successful attempts.
Super Mario World belongs to Nintendo. I don't own the game itself nor do I monetize its contents. This video wasn't made for business anyway and its sole purpose is showoff and entertainment.