Yeah, I know, I make this thread late, but I don't care.
Do you remember reset doors that moderators want without any particular reason
? Uh, I hate them. What's wrong with pits or munchers to kill yourself, if you are stupid enough to press P-Switch and wait until it expires? Nothing, that is. However, I decided to see things from the second side, and see why hack moderators love reset doors (I sure don't - they seem pointless in many cases).
So, I did the level where the main gimmick are reset doors. Reset doors are everywhere, but there are no puzzles to solve. I even find that fun, so probably hack moderators even more. After all, someone could glitch the game, or something, and then you will need reset doors. There are nine reset doors, 1UP, lots of coins, and moon to find (but moon is hidden so well, that I wouldn't bother trying to find it). One exit, but that should be enough, considering this level is really long (10 screens (decimal, not hexadecimal), 4 minutes on my average playthrough).
Uh, you want a screenshot. Here, a screenshot of first reset door. Yep, it's where you begin. Do you think I would give anything further? Uhm, no. I'm such a tr... oh, right, being troll is disallowed by rules. Discover the rest after downloading the ROM, it's not that I'm going to spoil everything, because people would complain that I spoiled Pokémon Z for them.
This is Fortress/castle themed level. I mean, I have to follow at least some contest rules. No ExGFX or tileset mixing, but there is one music track that doesn't come from Super Mario World itself, because music is fun. It only uses secondary exits that were allocated, which was tricky, considering the gimmick of this level (reset doors).
- This level is somewhat ugly, because it doesn't use some crazy ExGFX created from original graphics. I don't care, this is level design contest, and if I get 0 points... oh well.
- Some BG Initial Positions are configured incorrectly. Setting them for vertical levels is almost impossible, and I think that camera one block too low is not the end of the world.
- This level somewhat lags on ZSNES. It probably could be fixed by FastROM patch, but uh, this is a patch, and only No More Sprite Tile Limits is allowed. The noticeable lag doesn't appear in more accurate emulators.
- The music doesn't handle echo buffers correctly by waiting. I may need to manually fix the music, or use something else.
--------------------Legacy ports zip
(now that those went down because Dropbox)