Here's all my nitpicks that I managed to save from the comments section, plus further things I noticed now that I could continue past Donut Plains:
The yellow rexes in world 2 (and one level of world 1, the yoshi one) run right through shells and enemies, which feels a bit unfair (throws shell at rex -> rex goes through shell -> killed by rex -> gets angry).
In Donut Secret 1 the third dragon coin is on the subscreen boundary.
Getting the secret exit of Donut Secret House unlocks a path going up, so I can't access Donut Secret 2.
The star world is completely empty (no levels, can't navigate between warps) but this may have been intentional. If you can't be bothered to make star world levels (which is okay, this hack is already longer than most on the site) then at least maybe enable the paths between the warps for free?
Edit: Now the star world looks normal, but I can't move from the warp star to the level.
Flying out of the diagonal pipe cannon in Donut Secret House/Cheese Bridge Area causes you to drop the key (a minor annoyance).
There is no music in #1 Iggy's Castle.
The transcluency in Donut Secret House is a bit weird: Link
. The koopas seem to get darker at an arbitrary boundary.
You can easily clip into the first slope in Green Switch Palace by standing here.
Looks like you can also do it in Yellow Switch Palace, Donut Secret 1, #2 Morton's Castle, Vanilla Dome 1 so probably all levels using that type of slope?
The pressed big switch is glitched in Green Switch Palace, and the tiles in the message box are broken too.
You can also glitch yourself through this corner in Donut Plains 2 and softlock yourself here.
In Donut Ghost House you can get stuck in this block if you jump at the moving hole correctly (most of the time it kills you though).
If you get stuck there it's very difficult to get back out (but still possible).
It seems to be impossible to enter the left pipe there without clipping through the floor and dying.
Completing the normal (boss) exit of Donut Ghost House makes the Top Secret Area dot visible, but still unlocks the correct level and the correct layer 2 path.
Shooting a fireball on this conveyor
in Donut Plains 3 causes the fireball to appear quite a lot above mario.
It seems that Mario does the yoshi dismount animation in the end of some levels even when he isn't on a yoshi.
There are some empty message boxes in Yoshi's House (or Star Road),
Donut Plains 4 (right after the checkpoint)
, Vanilla Dome 4 (after the checkpoint, also the next one a bit later) and Sunken Ghost Ship.
There seem to be weird sprite priority issues when going behind the net at the start of Morton's Castle (some tiles also go completely invisible).
In Vanilla Dome 2, when you kill the shell-less koopa at the beginning and then run straight left in the water, you clip right through the slope.
In the Red Switch Palace, just after the checkpoint, if you jump over the bowling ball immediately then it's practically impossible to get up to the... place you're supposed to get to before the autoscroll crushes you.
Near the beginning of Vanilla Secret 2, if you walk into this sloped pipe
from the right you'll clip into it and walking further left will make you fall through the platform. (also happens with the same sloped pipe later in the level).
Mega Moles/grinders going down slopes towards the left (like in Vanilla Secret 3 and #5 Roy's Castle) look kinda weird (they act like the slope was just blocks in a triangle pattern).
The boomerang bro at the start of Vanilla Fortress clips into the wooden thingy in front of it sometimes.
You can clip into the big slated pipe
in Vanilla Fortress when approaching it from the right.
In Vanilla Ghost House, when approaching this set of stairs
from the right, you can go down and fall into the ground slightly
In Vanilla Dome 4, stunning the mechakoopa right before the pipe to the next area and then taking it through the pipe will cause the mechakoopa to have its normal look, but not animated, and he's stunned forever. (like this
In the area right after the pipe, the bowling ball causes some parts of the mechakoopas to become invisible.
Using the 45 degree slant clip I can go below the level in Soda Lake. Going below it a lot causes the submarine to appear at the top of the level, but mario is still under it.
One of the dragon coins in Soda Lake is on the subscreen boundary.
The goal sphere in Soda Lake looks like a sleeping Rip Van Fish (but this may be intentional).
In the second half of Cheese Bridge Area there's a green outline block even though I have pressed the green switch.
In Butter Bridge 1, a dragon coin
is on the subscreen boundary.
Also, the 1-block teleport sprite near the big slanted pipe goes 1 tile too high, so trying to walk up it is impossible here
Also, a pipe has cutoff here
Also in Butter Bridge 1, you have a high chance of being eaten by the bass during the win march.
In Butter Bridge 2, you can slightly go into this big pipe
The rope corners
in Butter Bridge 2 look a bit out of place.
In #4 Ludwig's Castle, the layer 3 background ends kinda abruptly enar the top of the screen.
A dragon coin in Ludwig's Castle is cut in half
There's a bit of cutoff here
with the cover things.
In Blue Switch Palace, you can softlock yourself by going past the switch.
Actually, wait what? You can't even press the switch! Just trying to complete the level properly softlocks you!
In Forest of Illusion 3 there's a bit of cutoff here
, and also as you can see the flames are in midair.
In Forest of Illusion 4 you can stand here
and also clip into the slope weirdly.
There's also a bit of cutoff here
The sublevel in Forest Secret Area is the same one as for the Donut Secret House. Taking the key and putting it to the keyhole activates an unintended event.
Right before the midway of Forest Secret Area, the pattern of the Boo ceiling instantly changes completely.
The SFX in Forest Fortress are quite broken while the creating/eating snake is active (atleast in Snes9x 1.55).
In Forest Fortress, you can walk right into here
without clipping through anything.
I liked Chocolate Island 1, but the graphics were a little inconsistent at times: Here
the horizontal logs are completely solid and vertical ones are completely pass-through, but here
they are only semi-solid
Also you can go into the pipe here
When in Luigi mode in Choco Ghost House you need to use controller port 2, which gets pretty annoying having to swap pads every so often.
The music in Chocolate Island 2 gets annoying pretty quickly.
Also, this floating block
is missing wings.
These blocks that I'm ducking under are solid for some reason. Link 1
, Link 2
, Link 3
Also, I couldn't figure out a way to get the secret exit without taking damage.
In Chocolate Island 3, it's easy to get stuck in the ceiling when you're big mario.
Also, when beating the boss, the "Here we go!" music plays.
Also, in the level end score counting, the palettes are wrong.
Chocolate Fortress's replaced Rexes still have the Rex's squashed graphic
Chocolate Island 4's auto-moving minecart felt really hard to control - the fact that the jump height seemed to be completely random didn't help.
The big slanted pipe near the start of Chocolate Secret could easily be clipped into when approaching from the right side (see the note about Vanilla Fortress for a visual guide).
You can swim in the bottom layer of the falling lava in Chocolate Secret.
The on-off block switches between red and yellow but the switching frame is still blue and magenta
In the last room of Chocolate Secret, the layer 3 background is above the lava
There's a thump when the lava reaches its lowest level, which doesn't really make sense.
In Chocolate Island 5 there are lots of opportunities to glitch yourself into slopes: Link
Also you can drop a mechakoopa inside a pipe
Also a little bit of cutoff with the bottom of the "leaves"
Also I'm pretty sure that 1-ups and normal mushrooms look identical in that level.
In #6 Wendy's Castle, you can go into this pipe a bit
In Valley of Bowser 1, the colors of these pipes mismatch.
In Valley Ghost House, the ghost thingies
(idk what they are called, I haven't played yoshi's island or whereever they are from) go up stairs, which looks odd.
In Valley of Bowser 3, there were suprisingly little slope glitches. During the outro march though the colors went quite crazy.
In Valley of Bowser 4, you can clip through the ceiling right at the start and either run over the whole level or clip back through, grab the key, then clip through again and get the secret exit way faster than using the intended gaps in the ceiling.
In #7 Larry's Castle, some of the thwomps and thwimps get killed by the ceiling lava.
In Valley Fortress, I can use the common slope clip to go under the level, go as far right as possible, then get softlocked
under the large slanted pipe.
Also it felt kinda weird how Valley Fortress was all dark and creepy and then there's the vanilla boss fight with the nice music and colors and stuff.
Again, there are a bunch of slope clips in back door. (also what's the name of that music)
>front door and back door have different bosses
When beating the back door boss, the music doesn't play in the credits.
Is this good enough to become a hack mod already