Really interested to finally try this out so I ran through all the levels that I could & here are some notes;
Thanks for your feedback, it's excellent. I hope when the final version is done, you'd be interested in a review, since you seem to be pretty good at pointing out the good and bad points of a hack.
But more in depth:
Glitches: The toad house boxes sometimes glitch if you walk while hitting them, In it never rains the floating platform guy(dunno his name) floats directly into a block and that causes a glitch & near the end if you try to go under that 1 block high flipping boxes sections you can get stuck, glitch, & die. In the first castle if you accidentally blow the explosive early you get stuck & it's pretty difficult to not get hit when you blow it at points.
The Toad house boxes glitch I know of, and I'm trying to fix the custom blocks so they don't do this.
The Amazin Flying Hammer Bro will be moved up in It Never Rains, as well as in a few other levels to prevent this.
The 1 block high flipping boxes I didn't know of, thanks for pointing it out. That will also be changed.
And the explosives? Yeah, I'll try and make them harder to hurt yourself with, though I'm not sure what to do about them exploding early or being lost forever. Maybe I'll come up with a generator or something that respawns them.
Sometimes the note blocks graphics glitch, it's most notable in the first ghost house but I'm pretty sure I saw it in other places as well. Dying in the ghost house or beating via either exit is freezing the game for me so I can't progress past that. Some of the bullet bills act strangely like firing backwards or the graphics are in the wrong direction. Seems some of the midpoint respawn points have graphic glitches to the left when restart at them. One or two of the ! block columns have glitched firebar graphics in the level they're in.
Huh, that ghost house bug definitely needs to be fixed. What emulator did it occur in?
If you need to go past that point for now, it doesn't seem to break in ZSNES. I'll test the level in BSNES a bit later, then SNES 9X.
Suggestions: Their seems to be a bit of an excess of tight corridors, random bullet bills & firing enemies, and multiple hit enemies to sort of artificially ramp up the difficultly I expect hacks to be more difficult than the original games but I felt their were a bit too many cheap deaths in my runthrough. Inversely of that the typical hack cliche of precise platforming isn't present at all I'm not a fan of overdoing it but you'd expect some tricky jumping sections every now and then in a platforming game. I liked all the additional power-ups and didn't really run into any bugs with them but it seemed a bit overkill to have so many but no real level specific uses for them & having the raccoon leaf and cape really doesn't make sense unless theirs really long sections you have to fly across with the cape later in the game.
Thanks for pointing this out. I have to admit, the amount of random Bills and other enemies is higher in the endgame parts, which the military world accessible by going right is one of. But I'll try and make sure less of them are there, so there are less cheap deaths.
The amount of platforming sections is lower because as weird as it sounds, the intention here was for an easier game, not the precision platforming of most Mario ROM hacks. Which is why I should look into reducing the number of enemies in some places. But there should be more platforming in parts 2 and 3, and less enemy overuse in the final version of part 1.
The power ups may come across as overkill, but it's a more a throwback to the style of SMB 3. Basically, in the olden days, power ups were... just that. They didn't have puzzle utility, they were to make you feel like a god as you killed everything in sight. Nowadays, it seems like design is more about 'balance' and puzzle solving and what not, and I'm not sure I prefer that. Basically, they're deliberately overpowered.
Overall: Graphics were the high point of this imo everything looked really great & I liked all the imported things from other mario games. Most of the ASM hacks seemed to be really well done & some of the bosses could use some polishing up but I was really impressed with the pirate crocodile boss. Wasn't the biggest fan of some of the level designs but for a demo it was pretty substantial and showed a lot of promise. Didn't really like that I had to register at your site just to try the demo I could see doing a site exclusive release for a finished hack but not for just a demo.
The bosses are still being worked on, especially in terms of sprite graphics.
The level design will hopefully get better, given that I've also got a pretty well known ROM hack reviewer as a beta tester:https://www.youtube.com/user/SMCslevelengine
As for the demo, it's not site exclusive, it's also on NCFC:http://nintendocfc.com/booth.html?id=80
That should be a guest usable download link. Sorry about pushing the sign up to download stuff, it's just a (somewhat lame) attempt to promote a site that's currently in development. I do the same thing for music downloads and other stuff.