Seriously. "it's a totally different level, but with the same background tiles" versus "It's turned upside-down. Miraculously, the game still works."
I don't understand what point you're trying to make. are you trying to assert that the first is portrait, whereas the second is symphony, or are you trying to assert that they're both symphony? the first interpretation suffers from the fact that, within that context neither of the statements are true; the second interpretation suffers from the fact that it fundamentally misunderstands the obvious nature of Symphony's castle. It was designed with the inverted castle in mind from the very start - it wasn't just flipped because they couldn't think of anything else to do. This is obvious if you look at the design of the castle itself. that, and the second interpretation offers nothing in the form of a conclusion or observation.
ps:
you completely ignored my previous post, and with it, much of the context of what i was alluding to. here, i'll make it easy for you to understand.
previous post:
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I was about to post a longer response, but then I looked back and realized you pretty much only post to troll me. "talk about pwned." Right. There's decently disagreeing, and there's... I guess you got offended on a personal level because of something I said?
...you actually think there was some kind of personal offense, there? no. i reply to things when i feel a compulsion to do so: generally, if i have something to say. this forum does little to interest or stimulate me anymore, and i'll be honest even you only tend to do so on a cursory level - hence, why i couldn't be bothered to post anything more than that before. you failed to admit your mistake and were called out on it.
trolling is a matter of deception - this is hardly deception. this is disagreement, discussion; criticism.
I don't know man, it's not any stage that can be flip-turned upside-down and still be playable.
this is what i was getting at. they put more work into designing that one castle than they did the entirety of Portrait of Ruin's level design.
Dark Academy is a complete change from Forest of Doom, and not just because it goes right-to-left instead of left-to-right (hey, something's flipped, too!). Different room layout,m no underground, different outdoor locations, different secrets, different atmospheric things, and completely different boss chamber.
again, these are completely superficial alterations. the level
looks different (technically, so does the inverted castle), and its design is arranged differently, but the design was never interesting to begin with. no matter how different it is, it offers no difference in approach because the levels never elevate themselves beyond just big rectangles and squares. it doesn't matter if something is technically different, it matters
how different it is, and what the quality of those differences are.
Certainly not the Keep, and really not the clock tower.
it certainly works, but for a different reason. it lacks the same sense of ease of flow the original castle did, because this one is trying to force you to
actually use the abilities you've attained intelligently. in those cases, the level design was not designed for you; it was designed for itself, and you simply have to go through it. its intentionally challenging you with something difficult to navigate, on a conceptual level - which is more than i can say of anything we've had since, aside from some of OoE's more brilliant moments. in many ways, it is kind of the level design equivalent of Harmony's soundtrack - difficult to wrap your head around, but still brilliantly constructed.