Apparently, my last two levels are a bit more difficult than I'd hoped for (for some)...I guess I should have nixed saying it wasn't too tough, as that's a subjective observation. I had thought about putting save stations in both levels, but in the end did not because the levels were on the small/short side, and there weren't too many bad beasties in either. As far as the yellow switch is concerned, Freq, if you figured out how to get the other switches, then you just have to look long enough to figure out that last (yellow) door, as the same idea or method is involved. I wanted to create levels that made you think in order to finish them, and I agonized a bit over what most players would be able to figure out. Road Kill and Christmas in June both have quite a few bird-ship beasties in them, but I've found that mastering the skill of backing up slowly (while shooting simultaneously), thus allowing the enemies to come to you at a safe distance, is a must for finishing any SketchFighter level. I hope this explains some things...
Lamkin