Compilation of what 2003devin had shown, and perhaps this interpretation is personal but I like that despite the inconsistency of the level, it is more coherent and makes every out of place detail feel personal
This level is the reason why it is worse to design a bad GP in a platformer than a classic one, I am not asking that each player should study how to design a level with videos or courses but it is very painful to have to endure a GP as bad as this, a poorly designed bossfight and well all the bad things I can think of.
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