Junior Member
Super Mario Wave is trash. Stolen mario assets, not even done particularly well, some structures look weirdly "geometry dash" while other aspects of the level look like nintendo textures which creates a sense of incoherency. This combined with it being a sonic wave remake means it lacks a large amount of originality, other than the creators ability to combine the two together. Despite this, I love this level, it has so much unbeknownst charm, possibly due to how jolly the theming and the song are, giving it some points in the song representation regard oddly. One of my favourite joke levels of all time.
I was expecting the most artistic, best experience of all time however the level is rather underwhelming. It may be unique but it lacks coherency and is ultimately an amalgamation of anything deemed somewhat negative. I like the 3 way dual gimmick and the art is cool however I dont really think it all fits together amazingly. I definitley think people just like these levels because theyre somewhat unique, and feel like theyre an amazing critic. The imagery serves as a metaphor for war, but the symbols are rather childish, it feels like the message is nothing but "war is bad so I will use gross things to represent it".
This is one of if not the coolest layouts that exist, the pinnacle of impossible levels and song representation. The level being themed around being badly made and defying convention, mocking impossible levels is weirdly defied, because in their attempt to do that they made something incredibly stylistic and awesome. The basic decoration and monochromatic colour choices reflect the nostalgic technological sounds of the song. The question marks reflecting the ambiguous unpredictable nature of the music makes for an awesome emotionally resonant level. One of my favourites, I hope to see the layout version to be the one verified and recognised, as the decoration strips the level of it's simplistic identity and evidently only exists in order to get the level rated.
The click patterns in this level are so unbelievably awesome, click sync and gameplay choices in the wave parts make watching the completion of Map of Problematique feel epic, each click has a sense of power behind it in these sections. Map of Problematique is ultimately just a layout that has an amzing song, it could truky be improved with decoration actually being present, but the gameplay and the song are awesome enough to give chills when watching a completion. You can tell the level is made out of pure enjoyment of using the editor and appreciation for the game rather than arbitrary rate standards.
Unneccessarily edgey for pretty much no reason. This level purely exists for the sake of making something just for shock value which is cheap and childish. It doesn't even succeed with that as it remains cartoonish and isn't really that disgusting if you're above the age of 12 all things considered.
Beautifully atmospheric thanks to the slow gameplay and melancholic, tranquil song combined with the portal gimmick. When recommended to review the level, first of all, I didn't know it was unrated until I checked, and also how talented my friend actually is as a creator. The juxtaposing colour intensities between the wave and the ship with the predrop and the cube create an emotional experience, that of which is difficult to come by.
Crossroads, ironically, lacks direction despite its repetitive nature, the level is contemporary and abstract making for an atmospheric experience. The simplistic visuals in certain parts contrasted with some incredibly overtly viceral parts give the level a truly unique feeling. Every new part feels like a consequence of the lack of direction the level aims to symbolise, all being unique in their own ways. Motifs such as the door symbolise the idea of direction perfectly. The fact that the gameplay is invisible creates a truly immersive experience, and I get an odd sense of lonliness and melancholy from this level, as a conseuquence of the levels theming, the songs repetitive nature and the levels messaging. Truly a beautiful level which symbolises what I appreciate about the game as an artistic medium.
commatose is one of my favourite songs of all time and now one of my favourite levels of all time. an expertly made representation of the song, not copying from glass beach, taking inspiration and vocalising the creators emotional resonance with the song.
In the levels exposition i appreciate the use of red pads to sync with the song, and the use of slow dash orbs to reflect the vocals. Once the level introduces colour you get a feel for the atmospheric nature of the level, and can truly appreciate the creators passion for glass beach.
Once the level reaches the drop, like the song, there is a tonal shift reflective of that of a fever dream, a light nod to the state of commatose, sleeping and dreaming, which i admire. commatoses intensity gradually increases with the song, the deco becomeling more full.
After the drop part there is a spider part, which bridges between the two drop parts, and around 4 minutes i am greeted with one of the best parts in any Gd level, the digital decoration reflecting the fluctuations in the lyricists voice is masterful.
The player is then enveloped by a creature, in preparation for the next act of the level and song. the dual to come is atmospheric and beatiful in almost every way, the swing reflecting heart fluctuations.
The way in which the proceeding part utilises verticality is frankly a beautiful build up for the next section of the song, the robot which follows is also atmospheric and beautifully made, reflective of the songs intensity in this section, and it follows the previous ascension by descending.
The build up to the finale here is beautiful, and the orb section matching the songs rapid emotional outbusts is perfect, the cube to follow is amazing, the radiant sun contradicting that state of commatose represented by the slower sections of the level. A perfect finale and climax to the level as it slowly fades out.
This level perfectly fits the criteria of "raw", gimmicky and unique early 2.0 gameplay and decoration style make for a very epic level. I particularly appreciate the way boss fights are utilised in this level, the dual in particular is very awesome. A lot of the parts arent particularly cohesive and the level is stereotypically "bad" due to its lack of readbaility, which like thinking space makes it unique and gives the level a nice charm. This combines with the dubstep song creates a nostalgic level, you can tell the creator loved using the newly added move triggers, and it makes the level feel like its trying to kill the player on purpose, the moving structures give the level a sense of sentience. The level in spots lacks cohesivness and some parts dont fit in the level really at all, but some parts like the drop robot are super awesome, utilising veritcality in a way most levels do not. Very cool level, but evidently flawed in many aspects.
Acheron is a good sequel (yes it is one) to Tartarus in my view, it takes inspiration but is definitley it's own modern take on the gameplay style. Thermodynamix is a great song which is perfect for a sequel to Tartarus, which also used a DJ-Nate song. Acheron is by no means a level I think is good, but it us also not a level I deem to be bad either. The latter half of Acheron in particular is particularly awesome in my view, the click sync and difficult gameplay makes it a charm to watch a completion of. Acheron is evidently made out of difficulty rather than love for the game, but it is a great top 1 and Riot has dont what he sought to quite well.
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sorry about this gang