It's clear to see why this is so consistently featured on this here website - that ol' TF2Ware/RBLXWare feel is captured perfectly in (and subjectively elevated by) the universally-known Mario 64 engine! I've only played with 3 players max so far, but thanks to it's variously versatile play modes, it always delivers the goods no matter how big or small your team is, as microgames will adjust to fit. I'll pick out Through the Ringer, Bumper Balls and Chest in Time as my top three, in that order.
Of course, there's still a few nitpicks to crank through:
SPEED: Tricky as it'd be to implement (and the areas where it's improvised do it neatly), the fact that the whole engine doesn't speed up with the microgames can really bite at times.... especially in So Long!!! and Chest in Time, and to a lesser extent in Red Coin Hunt and Which Cap?. (i know to groundpound in the latter now)
CANNON EVENT: The first two levels have all scenarioes balanced, but Lvl3 curates a major disprecancy between the hillside (easy), the distant rock (decently hard), and the rock right underneath (basically cryptic). I get it's the only one where every cannon is an official placement, but I won't mind you taking liberties to align their toughness.
PUSHEE PENGUINS: The boss battle best suited to co-operation, yet I still pick two issues out:
#1: The timer only showing in the last moments can feel unfair to those who didn't expect it - somethin' visible all throughout could help, such as... rising water?
#2: After taking damage, the power meter obstructs the top middle. Please relocate it if possible.
Still eked 5 stars outta me despite the flaws, for the mod's still a masterpiece. :3
I have a whole myriad of other suggestions and microgame concepts alike, some of which I could post into the discussions tab, or attempt creating with a crew of my own....