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  • Awesome Music: Multiple songs, both custom made and from other series such as Final Fantasy, Cave Story, Touhou Project, Donkey Kong Country, and much more. Some examples include:
  • Breather Boss: In World 2, after going through some difficult levels, you're expecting a difficult castle (Grinder Castle) and a boss. However, the castle isn't too hard and the boss is extremely easy compared to the first one. Tutankoopa of World 6 can also be considered one as well, at least once you figure out how to hurt him.
  • Breather Level: Buzzy Bridge.
  • Funny Moments:
    • Banzai Bills here are a bit ... different.
    • The invincibility theme is "You Spin Me Round (Like a Record)".
  • Goddamned Bats: Besides the Swoopers (and a more annoyingly stronger form of them), you'll notice once you get to Bowser's Castle, Fire Chomps become these.
  • Moment of Awesome: The fact the levels are made by different SMW Central Users.
  • Nightmare Fuel: The Cave Story half of Football Canyon. When you enter, you are told that bones lying around are a sign of something dangerous. Then when you step on the bones, a giant alligator comes out and tries to eat you.
  • Padding: A handful of levels have been considered to just go on and on with no end in sight.
  • That One Level: Loads of them, mainly early on. (The levels in the later worlds are all tough as nuts, but that's to be expected.)
    • Football Canyon — The cavern portion (about 2/3 of the entire level) carries a completely different theme from the first (Cave Story as opposed to a Chuck-heavy mountain), which comes with completely new enemies that attack very quick (and only very close to Mario), very picky jumps for a World 2 level, and just overall drags on too goddamn long..
    • Treacherous Tower — The level itself isn't overly troublesome, but the boss at the end will definitely require a few tries to beat.
    • Unearthly Hollow—Most of the enemies camouflage, not to mention the level having no checkpoint whatsoever. Level itself is a bit puzzling, but once you get past the Ghost House, you should be good.
    • Sinister Dungeon—The first part isn't hard at all, but without any warning in the second part, your controls randomly switch every few seconds. And while you are on conveyor belts as well! Better be careful not to fall into the lava.
    • Zephyr Manor — Besides the level being long and most of the surfaces being slippery, it also has a wind gimmick that makes the level more difficult.
    • To Land Much Below — That level immediately follows "Sanctuary Fortress", the castle of the fifth world, and is way harder than the previous level. The second half is fine, but the first half is a succession of tricky jumps and quite small corridors containing a Muncher. It wouldn't be that bad if only there weren't a time limit on each part, and wasn't filled with Maskass with a dodgy hit box.
    • Rupture in Reality — Once you get to the final area, you better have to get your timing correct.
      • EVERYTHING about Rupture in Reality. Words cannot describe it, at least without context... so here's a video of newfiebangaa playing it (it takes him about 15 minutes, which is a very good time; oh, and as if to rub it in, one of the comments on the video mentions that Raocow, the one who designed the level, took two episodes of his LP to beat it).
    • Dark DepthsUnless you are playing this level on an emulator and you manage to turn Layer 2 off, you better watch out for the Torpedo Teds in the first area. The rest of the level isn't too bad.
    • This is what raocow says about "Cave of Elements":
      • "This is freaking Super Mario Central Production THE LEVEL. It's very long, long claustrophobic caves with dangers all over the place, scarce powerups, you're fooling around with items a whole lot, ultimately trying to get only one item to the goal, and no mid-points, or at least very weirdly placed midpoints."
      • Keep in mind that, as previously mentioned, Raocow was the one who made the aforementioned Rupture in Reality.
    • Some of the Void levels aren't difficult (at least not compared to what you've already been through just to get there), but some are confusing and frustrating. Take the Grass, Cave, Desert, and Water Voids. The Grass Void has random terrain that is actually a part of the background.note  The Cave Void requires you to navigate invisible blocks and spikes that flash every few seconds while fetching P-Switches throughout the level, which can be very annoying (and the large size of the area doesn't help). The Desert Void is just way too goddamn long and can be extremely confusing, and the Water Void requires you to have certain powers (like the Mushroom to Spin-Jump and the Fire Flower to destroy gray blocks) at certain times... while dodging Piranha Plants, Volcano Lotuses, and Sumo Bros. Yeah... good luck at that. The other four Voids aren't nearly as bad, and are well-designed and entertaining enough that you probably wouldn't care even if they were.
      • The the entire Void, including the final level after completing the whole All the Worlds Are a Stage gauntlet and the final boss, are all treated in-game as part of Bowser's Castle. This means that if you die, you get sent all the way back to the room before the fight with Bowser.
    • The first bonus world level, "oh god brambles". After reaching the midpoint, the player has to deal with a red floating muncher that tries to home into the player, and when the player get near the end, an another red muncher appears. If one is not fast enough, expect a game over sooner or later at this point.
      • You are provided with at least four Cape Feathers in this one area, all in close proximity. This is not as much of a lifesaver as you might think.
    • "The Cave of Lost Pride" has become a sort of byword for poor level design, at least in raocow's Talkhaus community, due to its perceived ugliness, claustrophobic maze-like layout, overabundance of "ambush" enemies, forcing you to carry items over long distances, and having a midpoint way too close to the level's end.

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