The sprite memory problems in the second section are indeed quite an inelegance, though they should be relieved when the Extended No Sprite Tile Limits patch is added. And though I don't seem to be able to get a significant amount of slowdown at the "scarper!" section myself (which always sort of surprised me, to be honest), if it's appearing on your end, that too should be relieved whenever the FastROM patch is applied.
Concerning the third section...
Originally posted by cstutor891. There's a couple of places where Big Mario can squeeze into a small area, slide over and die.
I just played through this section doing my darnedest to murder myself in every suspicious-looking nook and cranny, but alas, my efforts went unrewarded. Do you by ay chance recall precisely which of these niches were willing accomplices in your auto-homicidal hijinks?
Quote2. The flames were very confusing to me. In the first 2 parts the blue flames hurt Mario but here they are part of the decoration. Maybe color them in a different way may make it part of the BG.
Er, I, um, did do that...? Not only do we have the clear blue/green distinction, all of the "complete" flames ain the third section are of a decidedly dimmer and more desaturated color to denote their being harmless background objects. Unless of course you mean the "half" flames used to mark the will-o'-the-wisp shooters, but I assumed the fact that the flame is largely contained in the braziers made it clear that they were not in and of themselves harmful to the touch. I could always apply the desaturated palette there as well, of course, but I thought it better to use a brighter color (indeed, the same as the sprites they generate) to denote their status as "active" objects rather than background pieces, and above all to make them eye-catching, so the player can tell at a glance which braziers to exercise caution around.
But I suppose it's worth asking--was anyone else similarly confused by this?
QuoteThe "Luigi" boss was incredibly easy - if hit correctly can only attack one time. The Nose boss was a one-hit kill.
As noted earlier, if we have sufficient ROM space, sprite slots, etc. once the other bosses and the like are finished, should someone wish to code a proper Pionpi Luigi miniboss, I'd be all for that, though it lies a bit outside of my abilities to do this myself, hence what we have there now. The epic showdown with the Deedle-Ball, on the other hand, is exactly as it should be--were the battle to last any longer, I fear our players would start having heart attacks and cerebral shutdowns from the sheer dramatic intensity of the sequence.
Concerning the pixel cutoff in the first section cited in prior comments: I threw together a new plant piece to fix what struck me as one of the more distracting examples, and I think the redrawn versions of the pipes seen elsewhere, if/when inserted, should relieve a few more. The cutoff lightfall in the second section has been repaired as well.
Again, thanks for the feedback, and let me know if you folks spot anything else.