Funkin' ain't got shit on Funkotron.

But for real, I'm at the home stretch right now, and at around level 08-09 is where the level design starts to fall apart. While the first half felt more open-ended, the second half went for tight corridors and invisible enemies. I'm glad that if you earn enough points in the "Hyperfunk Zone", you're given permanent Super Jars. (Which were incredibly useful for that singing bastard in a box, who normally takes a million hits to jar.) Later levels also introduce doors, and we all know mazes and doors are an excellent combo in Western platformers...