Those screens look gorgeous, Tob. Your grassland/garden levels look like a more refined version of the concept behind the first World of Super Luigi Land. I agree with whoever complemented the use of the veggie plants as Overworld decorations.
Most of the enemies, at least for the first level, are in the Sprite section, and the Chibibo is just a squishable Goomba, which can be recreated by tweaking the vanilla Goomba sprite with Tweaker and applying this patch/hex edit:
db $38 ;Fix the graphics used for squished Goombas.
Most of the music from Super Mario Land has also been ported/given 16-bit arrangements, which can be found in the Music section.
Still, it's better to create your own levels from scratch, but making a hack INSPIRED by Super Mario Land wouldn't be a bad idea.
This is the first level that began life as an SMW Maker level.
That's a BIIIG Bullet!
This level was called Bullet Time, and here's why.
COCOA CLIFFS 4
What the Chuck?
This is a tricky obstacle. If you're not powered up, you won't be taking out the Puntin' Chuck.
If you didn't hate sports before this, you'll hate them afterwards!
The Grrrol sprite, and the World 5 Tower in New Super Mario Bros. DS, inspired this fortress, but it could've easily been a totally different level if Knight of Time didn't help out. There's no Layer 2 Rise command that works with a vertical level. I initially tried getting Erik's Layer 2 Rise/Sink UberASM code to work with a vertical level with help from both imamelia and Erik himself. Neither could figure out how to make it work. I waited for several days for them to get back to me on that. In the meantime, I eventually learned from Knight of Time that I could get the desired effect with the Vertical Auto-Scroll generator and a Layer 2 scroll setting of H = Constant, V = None. It's not perfect though. Calling your reserve item on the elevator will cause you to fall though.
This is where the Grrrols come in.
There was an A-Coin here, but I already collected it.
The spikes make this Boom-Boom fight tougher than you'd think.
Sorry it took so long to get back into this. I don't know if it was the move, getting back into RPing, playing EarthBound for the first time, or Prozac Poop-Out that killed my motivation to work on this for a while, but I finally got another level done.
COCOA SECRET 3
Like 7-1 from SMB: The Early Years, this level is centered around balloons. This time, though, much of the platforming takes place on rising balloons like these.
Enemies will drop in on Baron Von Zeppelins.
Riding a balloon into a pipe will lead into a bonus area where you can use a P-Balloon to get some sweet coinage! At first, I thought Big Luigi's ballooned sprite was glitched, but it turns out that those black things on either side of him are his feet.
Why would anyone WANT those songs, particularly the Makon Soft stuff? Most of what I've heard from that developer were 8-bit butcherings of beloved game tracks. Yes, I did a couple songs based on Makon Soft material, but they're pretty heavily rearranged to actually sound good.
This isn't going to be a full-length hack, but a mini-hack side-project to help me stay motivated in hacking. I find that if I work on one project for too long, I lose motivation, possibly due to burnout. This project will combine all my SMW Maker levels that didn't get integrated into Super Luigi Land with more levels with varying degrees of vanilla-ness, from the pure vanilla of SMW Maker levels to the style of vanilla seen in the last few VLDCs. I haven't decided yet whether there'll be a traditional Overworld, a simplistic one, or no Overworld at all. There will be some custom music though, most of which will come from VLDCs and other Mario games.