Here it is! After days of non-stop tweaking, editing, testing and fretting about a hundred little things, I'm pleased to
finally submit the official Ganymede demo for your joy and pleasure.
The demo covers all the levels showcased previously in this thread, as well as a devilishly difficult bonus stage I have not said anything about.
KNOWN ISSUES
Though I've done the best I can to make sure the game is playable and well-made, there are a handful of issues which you may encounter and, at present, I have not yet figured out how to solve.
- Very rarely (<0.2% of tests) the player will complete a level but the path forward will not open. This is the worst of the issues since it will ruin the save file, but I have only encountered this with extreme rarity.
- Collecting the Sword of Soaring at the top of the screen (with the player around the item reserve box) may result in the game freezing. It is recommended that you not do this (there are not many opportunities for it to happen, in any case).
- Inappropriate palette on the roulette items. I figured out most of them, but not a big deal in any case. At one point, I performed a major change to some sprite palettes long after applying custom palettes to levels, so you may encounter instances where the powerups appear incorrectly colored.
- A sad sack's face briefly appears on the title screen and I have no idea why. Another super minor issue. Sad sacks are little bastards like that anyway.
Please note that this is not a Mario game, and while my level design does take a lot from the series, several other platformers are also heavy influences (such as Kid Chameleon on the Sega Genesis). I mention this because you may encounter occasional design elements not common in SMW hacks. Rest assured, there is
always a solution. The bonus stage can be beaten, whether or not you collect any clocks.
Feel free to ask about anything that leaves you confused or curious.
Thanks for playing! I'm MEGA EXCITED FOR THIS.
DOWNLOAD THE DEMO HERE.