It seems I'm a master of hack cancelling, so here is a new thing I'm doing.
The source of the name is that a friend uses a single monochrome letter for his Skype image, and I decided to do something similar, as it fits with W8's meh layout. Then, when I started this hack, I put x~.smc as a placeholder name. And then I realized that, if spelled "Cross-Tilde", it sounds cool, so I'm keeping it. It embodies the random nature of the hack well.
The "Project" part is because it will probably always stay as one, so I may as well stick it in the title!~
One of the things that always held me back from finishing anything was foreplanning. In my last hack, I planned on having a whole world based on gravity gimmicks, but I ran out of ideas and I had to throw up the entire hack as a result.
So this time, I have a HUB system. Worlds aren't separated, nor are they planned by an OW. You just enter pipes that spell the name of the level when you approach them. All of this allows me to do anything I want, without restrictions and/or/of constancy.
Also, I use SA-1. And I do most of my foreground graphics, even though I can't draw BGs to save my life, so I use those from Mario & Wario whenever possible, because they fit my graphics quite well.
I also made a plot that cannot possibly tie me in any shenanigan I may regret later:
Mario, the only plumber in the Mushroom Kingdom (besides Luigi, but who cares, he's unlockable anyway), is called to the castle to repair the toilet, which also happens to be the only toilet in the Mushroom Kingdom (if Glitzville isn't part of it). Enter the sewers to un-obstruct the toilet!
It's more complicated than that, though. The toilet is SEVERELY obstructed and you'll need Power Wrenches to fix it. Kind of like Power Stars, but dumber. Various pipes in the sewers lead to areas that coincidentally contain Power Wrenches.

Mario about to enter the toilet. Fully animated. Notice his reflection in the mirror. That was epic to do. Also, just noticed the bath's foot is green, whoops, gonna fix that!~

Entrance to the sewers. The pink pipe is the toilet (because it fucking makes sense) and, as you can see through my horrible graphics, it is obstucted. I have yet to add the "Power Wrenches left" counter on it. BG is a WIP. No, it's a WYTBS (Work Yet To Be Started).

Mario wading in the (dirty) water. SFX included! Bonus points if you can recognize the falling water graphics (they aren't mine, I tried though).

When you approach a pipe, its name appears. There are also two sets of collectibles per level; One Cross-Tilde Coin (DKC ripoff) and 20 Red Coins (YI ripoff) that are only *checked* if you get them all in one run. The system is fully functionnal, but they do not work with multiple save files yet (I'll add that later, if at all).

A level, which I can't really call "Level 1" because there isn't really any set order. Also my graphics are horrible. Kinda reminds me of both YI and Kirby, but done very badly. "?" Sphere is for debug purrpose.

Red coin. Also there was a Fire Flower in a "?"Block up there. Not pictured:
1-You can shoot fireballs upwards, ala SMBX;
2-"?" Blocks are more like "?x?~" blocks, they cycle through these three in that order. Not choppily, they scroll just like normally, I had to add quite a few frames to the animation.

You may have noticed parts of the HUD in previous screenshots, but here is its entirety. Obviously a DKC ripoff, but when you press Select, it completely shows for ~20 frames. Future plans: make it totally show at level start, not just non-zero, non-level-specific counters.

Making use of the newly-OP Fire Flower.


Oh look, a x~ Coin! Can't access it from here though.

Oh look, dotted coins.

Oh look, a P-Switch! The dotted coins are only there to distract you from the real purpose of the P-Switch, which is to get the x~ Coin.

Koopas. I'm screwed.

...How did I manage to keep my flame after the last screenshot?

This triple platform rotates counter-clockwise, whick makes these Rad Coins rather hard to get. Typo not intentional, though I'm keeping it because lotsa lolz.

Boring.

Did I forget to mention there is a boss/enemy ambush/other weird oddities at the end of every level?

And there, the Pawer Wrench appears!

Collecting it ends the level in the most stylish way ever. And then you return to the sewers.
I have another level done (and another one which doesn't have graphics yet, though the design and ASM is done. I'll keep them for later though.
Also, there's no music yet because I can't fit that into screenshots and I'll probably cancel it before the first demo because I suck at this.
Anyway, just throwing this out there.
EDIT: I HAVE to talk about the HUB system's inner workings. It uses no custom blocks, except for one that tells my generator to display the level name. Basically, in my generator, I look for the pipe animation timer, and if it's #$01 (meaning I entered a pipe and almost fully completed the animation) I clear the level. Then, I find Mario's current SUB-screen to determine which level is the next, in the eyes of the No OW patch. So, it actually displays the MARIO START! and counts as a cleared level when beaten. Not a separate block based on the pipe disassembly for every level, and reading the SUB-screen rather than the plain screen number allows for 2 pipes per screen. The name display works the exact same.
The source of the name is that a friend uses a single monochrome letter for his Skype image, and I decided to do something similar, as it fits with W8's meh layout. Then, when I started this hack, I put x~.smc as a placeholder name. And then I realized that, if spelled "Cross-Tilde", it sounds cool, so I'm keeping it. It embodies the random nature of the hack well.
The "Project" part is because it will probably always stay as one, so I may as well stick it in the title!~
One of the things that always held me back from finishing anything was foreplanning. In my last hack, I planned on having a whole world based on gravity gimmicks, but I ran out of ideas and I had to throw up the entire hack as a result.
So this time, I have a HUB system. Worlds aren't separated, nor are they planned by an OW. You just enter pipes that spell the name of the level when you approach them. All of this allows me to do anything I want, without restrictions and/or/of constancy.
Also, I use SA-1. And I do most of my foreground graphics, even though I can't draw BGs to save my life, so I use those from Mario & Wario whenever possible, because they fit my graphics quite well.
I also made a plot that cannot possibly tie me in any shenanigan I may regret later:
Mario, the only plumber in the Mushroom Kingdom (besides Luigi, but who cares, he's unlockable anyway), is called to the castle to repair the toilet, which also happens to be the only toilet in the Mushroom Kingdom (if Glitzville isn't part of it). Enter the sewers to un-obstruct the toilet!
It's more complicated than that, though. The toilet is SEVERELY obstructed and you'll need Power Wrenches to fix it. Kind of like Power Stars, but dumber. Various pipes in the sewers lead to areas that coincidentally contain Power Wrenches.

Mario about to enter the toilet. Fully animated. Notice his reflection in the mirror. That was epic to do. Also, just noticed the bath's foot is green, whoops, gonna fix that!~

Entrance to the sewers. The pink pipe is the toilet (because it fucking makes sense) and, as you can see through my horrible graphics, it is obstucted. I have yet to add the "Power Wrenches left" counter on it. BG is a WIP. No, it's a WYTBS (Work Yet To Be Started).

Mario wading in the (dirty) water. SFX included! Bonus points if you can recognize the falling water graphics (they aren't mine, I tried though).

When you approach a pipe, its name appears. There are also two sets of collectibles per level; One Cross-Tilde Coin (DKC ripoff) and 20 Red Coins (YI ripoff) that are only *checked* if you get them all in one run. The system is fully functionnal, but they do not work with multiple save files yet (I'll add that later, if at all).

A level, which I can't really call "Level 1" because there isn't really any set order. Also my graphics are horrible. Kinda reminds me of both YI and Kirby, but done very badly. "?" Sphere is for debug purrpose.

Red coin. Also there was a Fire Flower in a "?"Block up there. Not pictured:
1-You can shoot fireballs upwards, ala SMBX;
2-"?" Blocks are more like "?x?~" blocks, they cycle through these three in that order. Not choppily, they scroll just like normally, I had to add quite a few frames to the animation.

You may have noticed parts of the HUD in previous screenshots, but here is its entirety. Obviously a DKC ripoff, but when you press Select, it completely shows for ~20 frames. Future plans: make it totally show at level start, not just non-zero, non-level-specific counters.

Making use of the newly-OP Fire Flower.


Oh look, a x~ Coin! Can't access it from here though.

Oh look, dotted coins.

Oh look, a P-Switch! The dotted coins are only there to distract you from the real purpose of the P-Switch, which is to get the x~ Coin.

Koopas. I'm screwed.

...How did I manage to keep my flame after the last screenshot?

This triple platform rotates counter-clockwise, whick makes these Rad Coins rather hard to get. Typo not intentional, though I'm keeping it because lotsa lolz.

Boring.

Did I forget to mention there is a boss/enemy ambush/other weird oddities at the end of every level?

And there, the Pawer Wrench appears!

Collecting it ends the level in the most stylish way ever. And then you return to the sewers.
I have another level done (and another one which doesn't have graphics yet, though the design and ASM is done. I'll keep them for later though.
Also, there's no music yet because I can't fit that into screenshots and I'll probably cancel it before the first demo because I suck at this.
Anyway, just throwing this out there.
EDIT: I HAVE to talk about the HUB system's inner workings. It uses no custom blocks, except for one that tells my generator to display the level name. Basically, in my generator, I look for the pipe animation timer, and if it's #$01 (meaning I entered a pipe and almost fully completed the animation) I clear the level. Then, I find Mario's current SUB-screen to determine which level is the next, in the eyes of the No OW patch. So, it actually displays the MARIO START! and counts as a cleared level when beaten. Not a separate block based on the pipe disassembly for every level, and reading the SUB-screen rather than the plain screen number allows for 2 pipes per screen. The name display works the exact same.