Nice to see you back.
The beginning of you level is great, establishing detailed block design as the level's staple right from the get-go. The divisions of the screen combined with the pulsing effects serve as a great reinforcement to the level's synchronization. There is, however, a small error at the beginning where the screen is too dark to allow the player to accurately complete the first meneuver with the ball; To fix this I would suggest either making the blackness fade away faster or putting a blue pad in order to ensure the player doesn't have to deal with the hardship of sight.
The red themed part starting at 8% is stunning. It shows mastery of the workings of layers and pulsing. The moving pulsing circles used throughout the part serve as a great synchronization assistance and smooth curved designs accent the backround quite well. The accompanying block designs resonate with the backround to showcase an extremely detailed section. There is, however, a section where the decorations abruptly end when the player falls upward, which can easily be fixed with a ceiling.
The use of the bounce in and out triggers serve to make great sync with the song in the transition into the mini ship.
The blue grid design on the ship part is astounding, moving in and out giving off the feel that you're seeing a scale trigger in action, but there is a small inconsistancy with the grid as it retracts, revealing a smaller section in the middle then of any other section. I would suggest fixing this by recalibrating your grid, or having the two lines converge to make on line.
The wave part was stunning, the transitions in the obstacles was flawless and extremely smooth, the only note I have here is, again, the grid.
The ufo part had great sync (more noticeable than any other part of the level) and deco. I was, however, confused when I saw fire that wasn't attached to anything :/. I would suggest attaching it to something or hiding it's bottom edge in your layering. Other than that must note that your fading effects over the saws went quite well.
The drop was the best part. The hills toed together everything about the Mario themed song and the originality of your level altogether. The wave effect truly brought it all together, filling in an otherwise inevitable void. Lastly, your spike design was very detailed, to the point where I had to pause the level just to see how. (This is a good thing).
The final section had great gameplay, but you copied the Deco from the ufo part, which doesn't settle well with me (I must say that the shaking was a nice touch). And a small bug that prevented me from having enough time to jump that first jump in the dual.
Extra notes: -gameplay at drop was awesome
-fix dual bug by putting pink bounce pads to help the player get passed that first jump.
Scoring:
Gameplay: 8.5/10
-.5 for dark start
-1 for dual bug
Decoration: 8.5/10
-1 for repeated Deco
-.5 for no ceiling at robot part.
Concept: 7.5/10
+2.5 to base 5/10 for good Deco
Overall score:
(G(1.15)+D(1.2)+C(.95))/3=R
R/10=overall score
Overall score=9.033/10
Placement: good/ star worthy (why isn't this a category?)
Zoromaster, your skills are growing as you make levels, I hope to see you back on this board soon
I'll tag
Polarbeahr so he can approve.or disapprove this