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This is Impact Crater, which is my fourth "extremely difficult kaizo level" and a much more difficult remix of my previous level, Plan of Attack. It is the longest of my kaizo levels, with a clear taking about 75 seconds, and I spent about 26 hours practicing and attempting to beat it. A large part of this level is similar to the original ( • [Super Mario Maker] Plan of Attack ), though I've adjusted and also completely changed many parts while trying to preserve those similarities as much as possible. The title, Impact Crater, is in reference to the level's aesthetics, various tricks within the level (the dive bomb at the end as well as several tricks involving thwomps and POWs) and the final area of Metroid Prime, one of my favourite games. One of my top priorities when designing the sections was making sure that the level flowed well, with as much uninterrupted and smooth movement in each section as I could manage. Going for the feeling of being in a cavern of some sort also meant keeping the action within roughly one vertical screen. Overall, I'm really pleased with the aesthetics and the way it all looks when put together in a single clear. :) As with Terminal Ferocity, I designed the tricks in this level to be somewhat lenient with reasonable margin for variation, rather than demanding absolute precision. It's difficult to judge, but I consider this level to be more difficult than both T-Break and Terminal Ferocity due to being almost twice their length; nothing in this level is nearly as difficult as the shell hopping in Momentum Mori, though, so I'd rate this level as the second hardest that I have made. The code is 6286-0000-02FE-0A57 if you'd like to give it a try! EDIT: Looks like I forgot to replace a muncher in the cape section, which allowed for a bit of cheese. :P Ah well! Congrats to Frontsquirrel for getting first clear!