Well seems like time goes quickly when you dont think about it.
Anyways, I finished fixing world1(I was/'m too lazy to update demo lol), and then moved to world2, mostly polishing levels I already have done for it and fixing random issues elsewhere like adding (copypasting it from my crappy smb1 hack)
dropshadow to titlescreens file selection/font/whatever thing and fixing palette on continue screen and other minor things like that.
First level of world2, which is semi-water level. I changed background to better version of YI's waterfall background.
Not that many noticeable changes here or anything to say about this level really, but I did fix the YI block "problem".
This level which includes everyone's favorite things like backtracking for key/keyhole(now with 90% less time!), branching path
, slowass autoscroller part and nippers in most annoying places Kappa Kappa.
This level was inspirited by Ninja Boys option/comments about wall-jumping.
Basically its vertical level with different types of piranha plants, and also wall-jump heavy
Semi-transparent level which was included in old demo as extra(IIRC). It has some changes, mostly related to what I like to call key-route.
Castles background now uses layer3 like it did in SMAS:SMB3, and I fixed Pac's version of it to be more accurate to original.
Part of second worlds castle, which is vertical autoscroller (lava is in layer2).
Next demo is out when I finish second world, but at this rate dont expect it anytime soon(depends how many more level I make, along with IRL stuff).