Removed: Shooting Star Mario by Icemegaman
In no REAL order:
You should fix a lot of these palettes. Fire Flowers, Mushrooms, and Squashed Goombas have bad palettes on every single level. I don't have any real suggestions to give other than recolor the sprites and all that. Don't just grab tiles from SMAS and expect them to instantly look right in SMW- they don't have the same palettes, so they're going to look bad in SMW. Other than that, we have miscolored goal posts, which is a problem with what palettes you're using for the BG and FG. As for the Chargin' Chucks, just restore their original palette- Yellow Switch Palace doesn't mean everything has to be yellow, y'know.
Also, I only just noticed this, but don't use any of the last 8 colors of palettes 0 and 1 (the first two) for the BG or FG- you overwrite status bar colors.
Um... You didn't change all the tiles used by the Coin, so it looks weird like this...
You can walk through the bottom of this pipe. Make the tile directly under the leftmost tile of the pipe itself act like tile 1EB, and you'll have fixed this.
A lot of slowdown here. My suggestion to you is to remove a lot of the sprites seen in these pictures- you'd be surprised at how little it takes to cause slowdown in some cases.
Easy-to-get 3-up Moon. Perhaps you should just remove this part, there's nothing you could give that would be worthy of it.
This event glitch happens when you don't remove the Title Recording ASM after installing your title moves. LM gives you a warning about this, why not follow it? (Don't worry, you can still fix it. Just remove the ASM!)
Cutoffness. For the first pic, just use tiles that have the grassy background on them, or just move the ledges around so they're not in front of another. For the second, just use the door top. It's that simple, why wouldn't you use it?
Boring, flat area. The minute the autoscroll starts, you're thrown into quite a few screens of flat ground with enemies thrown in semi-randomly. They're also spread far apart. Just...remove this section. Also, right before the autoscroll, you can hold R to scroll into it, crashing the game. :/
You should apply the fadefix patch to fix this.
Until you hit the P-Switch, you have no idea where the ? Blocks are, so you can EASILY die like this. Just don't use a wall like that, and you're fine. Keep at least 3 tiles of nothingness between the blocks and solid ground, and it'll all be fine!
Oddity: Due to using the Switch Palace tileset, all ? Blocks act like the bonus game that appears in a few levels in SMW where you have to hit the ? Blocks in the right order to get a 1-up, but hitting the wrong one turns them all into Used Blocks, and thus, you can get used blocks appearing where they shouldn't, turning other blocks that weren't hit into used blocks when they shouldn't, etc. Just do one of two things here:
1: Don't use the Switch Palace graphics until the Switch room.
2: Place the graphics in through the Super GFX Bypass dialogue (it's not only for ExGFX) but use a tileset other than Switch Palace.
You'll have to use the Direct Map16 access for the tiles, though.
This is an extreme case of sprite memory problems. The vanishing sprites are due to you placing way too many sprites that use a lot of sprite memory around each other. The simplest way to fix this is to remove a lot of those sprites. And I mean a lot. Or, you could patch edit's No Sprite Tile Limits patch, change the sprite memory setting to 10, and it's fixed! (Slowdown not fixed, though.)
Also, in the third pic, that area's actually hard to get through without taking a hit. You can't duck below the Firebar, and the Bony Beetle down there WILL get in your way. If it reforms before you have a chance to get out, either take a hit or keep waiting. Either way, it's not good level design. Not for World 2, at least.
Bad mushroom palette, slightly... Also, please tell me you didn't edit this room from part of the original Iggy's Castle... You can easily make an entirely new level using that smasher without editing from that portion. I know this because I did it before.
This is almost a forced hit. If you don't stick close to the far left or far right side of the screen, you'll get hit with no way to escape, because your ceiling is low.
You should get someone to proofread your messages, as this isn't exactly good English. Here's a suggestion:
"Mario has beaten Iggy Koopa in his Grass Land castle. His next stop is in the ocean. Will he swim like a fish and survive, or be done in by the dangers that lurk in the deep?"
FG init position is too low, raise it up a bit if you can, but don't make it start too high. If this is impossible, raise or lower Mario's starting position.
Once again, get someone to help you with your messages. My suggestion:
"DANGER! The toxic water here will rapidly sap your air! If you don't get out fast, you'll die!"
That said, getting out of the first bit of water is actually much harder that it looks. It needs you to make no mistakes, or you die. Heck, when I get out of it, I have just a few frames of air left. Maybe two pixels on that air meter. That's not good...
Sprite memory issues again, due to the air meter. Perhaps you should just patch No Sprite Tile Limits?
I don't recall seeing a warning that this wall can be jumped through, and it's also required. I suggest you just take out the walkthrough part and use two walls so there's no cutoff.
Sprite memory issues yet again thanks to the air meter. Look behind the score and coins- part of the line-guided platform has vanished!
You're not using the right graphics here for these two things. Copy their graphics from the GFX files they can be found in, and paste them where they should go. If it overwrites any tiles for sprites in your hack, but not in that portion of the level, make a new ExGFX file, paste the new tiles you need, and use this ExGFX file where the tiles are needed. If they overwrite tiles for sprites you ARE using in the entire level, remove either the sprite with the old tiles, or the sprite needing the new ones.
To better explain:
If Sprite A uses tile 86, and sprite B requires that space, make a new ExGFX file where sprite B's GFX is placed in tile 86 IF sprite A isn't being used. If Sprite A IS being used in the portion of level that sprite B is needed, remove either A or B, or both, or try remapping either sprite. I suggest the former.
I basically stopped here. THIS is the real reason I'm removing your hack- it's IMPOSSIBLE to make this jump WITHOUT slowdown. Sorry, we don't really allow hacks here that require TAS stuff to be completed. Not everyone is such an expert at the game that they can do stuff like this at will without slowdown, etc., either.
For "fun", I used slowdown to pass. I found this after:
Slowdown galore! Also, what the heck are these things?
<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money