Uploaded September 2024 | Updated September 2026, 2 weeks ago
Author: mariofan_171 (don't get mad at me, chap)
Place: 62nd (standard)
I'd never like to play this again, no matter what the visuals are like and how great the music is. Don't let crystal aesthetics fool you! I have a feeling that the author focused on overdecorating more than communication, mechanics or fairness. While there's a message box that explains to you what each color type of beams does, not even that helps. Instead of adding as many details as you can on one screen, focus on including less and loosening everything. The 1st part seems to have a segment (which appears to be a Dragon Coin route) where line guide mechanics are broken and make it impossible to advance without cape. While the 2nd part (moon route) includes layer 2 smash, which differentiates the level from others, the spikes don't have a much different color from the rest, and I wouldn't actually use these GFX for them. There's that one part where you don't immediately know that you have to toss the shell through a red question block. There's also that one wonky part where you can make a jump and miss the layer 2 water, which saves you from dying only when on-screen. I fell for that a few times. Also, avoid adding solid or - God forbid - hurt tiles at the very bottom of the level. At least make sure the entire row is visible, not just the topmost pixels (these are barely visible that way). The 3rd part seems fairest, but the 1st rope detaches from the line guide, thus returning Mario to the mid-air state. In consequence, he may die to that. Also, there seems to be a path that's totally unnecessary, which feels out of place while you don't have multiple paths to select throughout the whole section. The top of the section is cutoff - make sure you move everything on the top of a vertical level or just make it so the player can't see cutoff in-game. I didn't know that there was a 1-up checkpoint. Make it so there's a forced way to achieve it or indicate it clearly and you'll be fine. There's also a reset pipe that doesn't work properly. Avoid placing exit-enabled vertical pipes so near the screen boundary in a vertical level or set the exit for both relevant screens. Make sure you can test your level properly or have playtesters before the deadline. With all these problems piling up, you shouldn't be amazed why such an interesting-looking level placed so low, even lower than some less elaborate courses. When visuals compromise gameplay, the score shouldn't be too high for both design and aesthetics. BTW, what's with that jump SFX being higher than usual?
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.
Author: mariofan_171 (don't get mad at me, chap)
Place: 62nd (standard)
I'd never like to play this again, no matter what the visuals are like and how great the music is. Don't let crystal aesthetics fool you! I have a feeling that the author focused on overdecorating more than communication, mechanics or fairness. While there's a message box that explains to you what each color type of beams does, not even that helps. Instead of adding as many details as you can on one screen, focus on including less and loosening everything. The 1st part seems to have a segment (which appears to be a Dragon Coin route) where line guide mechanics are broken and make it impossible to advance without cape. While the 2nd part (moon route) includes layer 2 smash, which differentiates the level from others, the spikes don't have a much different color from the rest, and I wouldn't actually use these GFX for them. There's that one part where you don't immediately know that you have to toss the shell through a red question block. There's also that one wonky part where you can make a jump and miss the layer 2 water, which saves you from dying only when on-screen. I fell for that a few times. Also, avoid adding solid or - God forbid - hurt tiles at the very bottom of the level. At least make sure the entire row is visible, not just the topmost pixels (these are barely visible that way). The 3rd part seems fairest, but the 1st rope detaches from the line guide, thus returning Mario to the mid-air state. In consequence, he may die to that. Also, there seems to be a path that's totally unnecessary, which feels out of place while you don't have multiple paths to select throughout the whole section. The top of the section is cutoff - make sure you move everything on the top of a vertical level or just make it so the player can't see cutoff in-game. I didn't know that there was a 1-up checkpoint. Make it so there's a forced way to achieve it or indicate it clearly and you'll be fine. There's also a reset pipe that doesn't work properly. Avoid placing exit-enabled vertical pipes so near the screen boundary in a vertical level or set the exit for both relevant screens. Make sure you can test your level properly or have playtesters before the deadline. With all these problems piling up, you shouldn't be amazed why such an interesting-looking level placed so low, even lower than some less elaborate courses. When visuals compromise gameplay, the score shouldn't be too high for both design and aesthetics. BTW, what's with that jump SFX being higher than usual?
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.
![[VLDC14] The Woodlands Dark Glow Ruins - Edited Blind Playthrough
Author: TheXander
Place: 55th (standard)
In this series, I will be playing levels from SMW Centrals 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 Ive played them blind first, Ill record their replays and only leave successful attempts.
Super Mario World belongs to Nintendo. I dont own the game itself nor do I monetize its contents. This video wasnt made for business anyway and its sole purpose is showoff and entertainment. [VLDC14] The Woodlands Dark Glow Ruins - Edited Blind Playthrough](https://i.ytimg.com/vi/tzfOth2OUzY/mqdefault.jpg)
![[VLDC14] Challengers - Kaizo Playthrough
Author: Abdu & Blagoon
Place: 2nd (kaizo)
In this series, I will be playing levels from SMW Centrals 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 the levels for the first time while capturing footage. However, an exception will be made for kaizo entries. After Ive played them blind first, Ill record their replays and only leave successful attempts.
Super Mario World belongs to Nintendo. I dont own the game itself nor do I monetize its contents. This video wasnt made for business anyway and its sole purpose is showoff and entertainment. [VLDC14] Challengers - Kaizo Playthrough](https://i.ytimg.com/vi/uK1b61v9iZM/mqdefault.jpg)
![[VLDC14] ATHLETIC RIUNS 4 - Edited Blind Playthrough
Author: Heraga & Rextep
Place: 12th (standard)
This wasnt actually really bad. Thats another SMW The Lost Levels style level, but this was actually more playable than Licorice Mountain 3. Thats the kind of very hard I like. I did enjoy some tight platforming with some relentless enemy placements, but even Pitchin Chucks were placed fairlier than in the danmaku room of Green Donkey Escort. Even powerups are hard to obtain (mostly). Is this athletic? I think it kinda is. Are there ruins? No. I also have a little complaint about the time limit being kinda harsh. But that YI port was Gods work.
In this series, I will be playing levels from SMW Centrals 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 the levels for the first time while capturing footage. However, an exception will be made for kaizo entries. After Ive played them blind first, Ill record their replays and only leave successful attempts.
Super Mario World belongs to Nintendo. I dont own the game itself nor do I monetize its contents. This video wasnt made for business anyway and its sole purpose is showoff and entertainment. [VLDC14] ATHLETIC RIUNS 4 - Edited Blind Playthrough](https://i.ytimg.com/vi/uc4naPBqkvI/mqdefault.jpg)
![[KLDC2021] Shut Up And Fly
Place: 37th/71 (77)
Download: https://bin.smwcentral.net/u/23507/shutupandfly1.1.bps
Thread: https://www.smwcentral.net/?p=viewthread&t=105135
Another KLDC was hosted on SMW Central and I decided to make another level this year. For this year, I made a level that uses abilities of both Lakitus cloud and P-balloon. Powerups here are to spice up the experience and the challenge is to control their use. This level will appear in my hack but fixed. I didnt expect such a high place for this pile of crap, so thats cool, I guess. Enjoy!
Music:
Title: Earthbound - Your Name, Please by brickblock369 (https://www.smwcentral.net/?p=section&a=details&id=26153)
Intro: VLDC9 - Worst (After) by Medic (https://www.smwcentral.net/?p=section&a=details&id=14805)
Level: Mega Man & Bass - Tengu Man by Maxodex (https://www.smwcentral.net/?p=section&a=details&id=22631)
Stage Clear: Mega Man & Bass - Stage Selected by Ultima (https://www.smwcentral.net/?p=section&a=details&id=25798)
I dont own Super Mario World or its assets. This game is a lawful property of Nintendo and the video wasnt made for profit. [KLDC2021] Shut Up And Fly](https://i.ytimg.com/vi/un_uWl7GTdI/mqdefault.jpg)
![[VLDC14] The House of Snakes - Edited Blind Playthrough
Author: Anas
Place: 22nd (standard)
Note: I skipped ageVerrlys kaizo level since its very difficult to learn. Ill probably come back later to it.
Fast forward music: Super Mario Land - Title (SNES SMAS remix by LadiesMan217)
In this series, I will be playing levels from SMW Centrals 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 Ive played them blind first, Ill record their replays and only leave successful attempts.
Super Mario World belongs to Nintendo. I dont own the game itself nor do I monetize its contents. This video wasnt made for business anyway and its sole purpose is showoff and entertainment. [VLDC14] The House of Snakes - Edited Blind Playthrough](https://i.ytimg.com/vi/vdwodUHiN5k/mqdefault.jpg)
![[VLDC15] SMTH SMTH GIRLYPOP - Blind Playthrough
Author: hairy
Okay, I kinda like the level name since it sounds pretty hilarious. This has challenged me a bit, but capes made it slightly easier and I managed to beat it without taking any damage at all. Not that its a bad thing, though. While there are various setups involving timed platforms known from one of the vanilla Valley of Bowser levels, they couldve been a little more varied. Id experiment with adding some enemies or other hazards on your way in parts where you have to keep track of the timed platforms. Seriously, this is a pretty safe level to design, and I dont doubt you can improve. On my initial playthrough, I missed that P-switch only available when you fly up if you follow a big coin arrow, but it only unlocks a path to the bonus room (not shown on the video) with vanilla Switch Palace music and not much substance (only regular coins included here which seem useless as the baserom has already disabled life loss, and there are no Dragon Coins whatsoever in the whole stage). The time limit is little, but I made out of the level within it. However, I wouldve run out of time if I had entered the bonus room and explored it. I like how green in palette row 5 is replaced with light blue, which looks pretty, IMO. Not a fan of the rope foreground palette, though. Not that it looks like ice, but no outstandingly dark outline makes rope platforms look like background. A bunch of cutoffs here, but none is egregious. However, judges might notice at least one of these and whether that affects the level score or not, is any judges call. Lovely music choice as well. Even though this Metallic Madness (Good Future) (JPN/PAL) port is old, its among the best of its era.
In this series, I will be playing levels from SMW Centrals Vanilla Level Design Contest 2026. All playthroughs of standard levels will stay blind, albeit their respective videos will be edited in case I feel a need to cut them. This means that I only play the levels for the first time while capturing footage. However, an exception will be made for kaizo entries. After Ive played them blind first, Ill record their replays and only leave successful attempts.
Super Mario World belongs to Nintendo. I dont own the game itself nor do I monetize its contents. This video wasnt made for business anyway and its sole purpose is showoff and entertainment. [VLDC15] SMTH SMTH GIRLYPOP - Blind Playthrough](https://i.ytimg.com/vi/vzKVEgotdpA/mqdefault.jpg)



![[VLDC14] 10000 angels sing our songs! [...] - Edited Blind Playthrough
Full level name: 10000 angels sing our songs! o lord of stimulation, thy rat-human stamen yearns for thee crashing waves of fire, we ask your favor to explore the womb of the great minotaur, to placate the quaking desire of the worldly serpent, and to deprive thee soul of the distal gods touch! oh, how we ache for our fingers to be gracefully bare, to awake in sensual bliss, from beyond the door we find our utmost foul pleasures! (thats a mouthful ngl)
Author: idol & AmperSam
Place: 1st (standard)
Woah, this really felt like a single-level hack. This makes you think how the hell was this not chocolate?. 10000 angels sing our songs! [...] does it by stunning you with both visuals and mechanics. You have to light up four torches in order to make it possible to clear the level after entering the giant door. You dont only have a go left section, but also a climbing net maze. Both sections work differently depending on what switches youve pressed so far. Definitely one of my all-time favorites, not just in standard, because it uses vanilla mechanics to maximum.
In this series, I will be playing levels from SMW Centrals 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 the levels for the first time while capturing footage. However, an exception will be made for kaizo entries. After Ive played them blind first, Ill record their replays and only leave successful attempts.
Super Mario World belongs to Nintendo. I dont own the game itself nor do I monetize its contents. This video wasnt made for business anyway and its sole purpose is showoff and entertainment. [VLDC14] 10000 angels sing our songs! [...] - Edited Blind Playthrough](https://i.ytimg.com/vi/x347MAyWkt4/mqdefault.jpg)
