Some minor things I noticed in the original version of Super Mario Unlimited
, that could be fixed in the Deluxe version:
- After pausing the game and resuming, entire music and sound effects are muted up to several game seconds. Not as short like in the original SMB.
- In 8-5, if you're not reaching to the scroll stop object at the Bowser fight, even when five fireballs are shot, Bowser would not faint. I hardly think this is intended.
- "Powerup obtained" sound effect is slightly distorded due to different music tone colours in the hack.
A user playing the hack on a PowerPak might be unable to complete all levels due to the unexpected, fiendish difficulty the hack vigorously progresses soon afterwards. I once tried playing through the whole hack warpless, savestateless, etc. and I can say that I spent roughly somewhere around two hours on it, especially the last world, where it gets even more difficult than SMB2J, harder than the levels look themselves (mind you, I was forced to use Big Mario's underwater duck glitch at the last level). A good suggestion is to tone down the difficulty a bit for the sake of enjoying the hack over frustrating it for most players (only if you want to), coming from a top-tier player here.
Replaced the score with an "attempt counter"..
Even if you were to keep this decision, be sure to remove the score point sprites.