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===V0.6.8.3 CHANGELOG===
Lost In Retro (W8-S2):
-Huge optimization. Vastly reduced amount of collision objects, which should increase fps on low-end PCs.
-Added checkpoint in underwater section.
-Prevented Mario from falling off the warp when holding the fire rod.
-Lowered the floor on the goal, preventing characters from finishing on top of the screen.
Diamondus (W9-S3):
-Massive optimization, with far less collision objects. Should increase fps by a lot on low-end PCs.
-New ceiling slope collisions, aiming to vastly reduce the amount of colliders used.
-1st room, replaced sledge bros with regular hammer bros, as they were causing far too much screen shake. Moved the grenade to the floor.
-2nd room, removed the annoying butler robot that pushed you around in the flames, as it was too overkill.
Overhauled cheat system:
-Ability to execute a string of code on the fly; The potential is limitless!
-Reorganized cheat menu by type, for added convenience.
-Debug pointer (I Button) shows mouse X and Y coordinates. -Teleporting with the Left Mouse Button now correctly detaches Mario from the floor.
-Covenant Assault (W9-1): Removed troublesome Elite from the 2nd room, which was next to impossible to get through for characters without stomping.
-Zebes (W9-4): Widened the gap in the yellow key room.
-Interstellar Assault (W9-6): Fixed broken boss music.

===V0.6.8.0 CHANGELOG===
New Levels:
-Lost In Retro (W8-S2)
-Diamondus (W9-S3)
(NOTE: All backgrounds are externalized)
Externalized extra backgrounds for the following levels:
-Banshee Boardwalk (W1-GH2)
-Ruined City (W4-8)
-Dracula's Castle (W6-WB)
-Green Greens (W8-5)
-Added missing music references to the music ini file: DraculaArena, DraculaBoss, DraculaCatacombs, DraculaClock, DraculaCorridor, DraculaInners, Gradius, InfestedStation, ZebesBoss -Added 2 missing songs, from Interstellar Assault (W9-6) and Infested Station (W9-7)
-Brand new optimization pass through GMK Splitter, for maximum performance. GM8 did not touch this new source!


===V0.6.7.5 CHANGELOG===
New Levels: -Dracula's Castle (6-WB)
-Interstellar Assault (9-6)
-Infested Station (9-7)
-Slopes are now less glitchy than ever before!
-The timer has been permanently disabled. You will no longer die from running out of time in a level.
-Control changes: F3 now cycles between window sizes.
-Control changes: Pressing Spacebar again will make a reserve item fall faster
-The game now starts on the 3x windowed mode by default (960 * 720). A 4x windowed mode has been added (1280 * 960).
-The shop has been redesigned for easier access
-Score objects now give you rupees based on their number. The rate is 1 rupee for every 1000 points earned. -The rupee display is now always visible.
-A brand new item has been added to the shop: Anti-knockback. It lets you take damage without any knockback and is removed on death. Cost: 500 rupees
-Several player-related songs have been converted to .ogg format. This includes the starman music, level clear sound, and death sound effect for every character.
-playersongs.ini is no longer necessary and has been removed
-Checkpoints now make you big or add one health point, depending on the character
-Mario's Troop Suit has been given a melee attack. Press C to use Marco Mario's knife.
-Luigi's traction has been made a bit better, so now he's less annoying to play as
-Simon can now receive hearts and items II and III from enemy drops
-Mega Man and Proto Man's normal speed is now identical to Roll's normal speed
-Mega Man now uses the proper sprites for his Jet Adaptor
-Link's Cloud suit is now his troop suit, while the Bow & Arrow suit is only his blue shell suit
-Fixed Simon and Arthur getting stuck in their hurt state while underwater or while bouncing on note blocks
-Fixed the bug where Mega Man and Proto Man used incorrect walking animations when walking to the castle after the flagpole
-Fixed a few flaws with Bee Luigi's sprites
-Fixed small Luigi using incorrect sprites while using the flutter jump
-Fixed Arthur's golden axe being too slow while aiming down in the air
-Fixed a green mask appearing over Arthur while holding onto objects with the golden armor
-Fixed being able to go out of bounds in certain spots of World 1 and World 2's maps
-Fixed being instantly killed by the poison mushroom mech
-Re-added a grabbable platform to the autoscroll section of Dream Forest
-Fixed a broken checkpoint in Abstract Landscape
-Fixed the boss at the end of Muda Madness being unkillable
-Arthur's dagger now appears and sounds like the MM3 needle when in World 3. This is a purely cosmetic change.
-Switched out a few more music tracks (Aztec Citadel, Planet Bomber, Blocks of Doom, Artificial Reef, Gutsman Quarry)
-Luigi now has a unique 1-up sound
-(Kibbleknight) Arthur's sprites have been reverted to the previous arcade sprites. New sprites for the Gold and Red armors have been created as a result.
-(Kibbleknight) Brand new sprite for the anti-knockback item
-(Kibbleknight) Mega Man and Proto Man's sprites have been updated
-(Kibbleknight) Tanooki Mario's sprites have been updated
-(Del) Fixed several common sound effects playing over each other
-(Del) Fixed several enemies not being killable with the tanooki statue
-(Del) Palace Of Dark Delight was updated. Changes: Added info blocks, Relocated power ups, Fixed the fiends getting stuck, Removed most of the annoying nail cannons, separated them so you can tell in what directions all of them shoot, Added more guns, The shambler is killable and is slightly slower
-(Del) Revamped the layout of Planet Bomber to be less annoying in general
-(Del) Revamped the layout and tiles of Aztec Citadel to improve visability. Removed the secret exit.
-(Del) Fixed the skeleton enemies in Forest of Silence locking your controls as Sonic or Tails and simplified their code
-(Del) Battle for Dirt Hill: Fixed Worms not getting hurt by certain weapons, fixed missiles launched by worms not detonating if touching the player, removed a few unfair enemy placements.
-(Del) SML1 fish are now killable
-(D-Turbokiller) Sandy Oasis: Replaced keys with collectible keys to lower the amount of time needed to beat the level. Failing the puzzle will no longer kill you instantly.
-(D-Turbokiller) Desert Hill: Replaced keys with collectible keys.


===V0.6.6.6 CHANGELOG===
-Message boxes now use a similar system to the NPCs. Changes include Pressing up now advances text as well as SHIFT, the text box is now identical to the text box used for NPC dialogue (this may change), The ones with multiple messages have been fixed
-Mario's Halo Sword can now destroy enemy projectiles
-Mega Man has been given a buff He can now charge up shots just like Proto Man and Roll
-Simon can now receive hearts (as well as the II and III panels) from coin-producing candles, as well as the heart blocks in Awazon Caverns. Free-floating hearts in Awazon Caverns and normal blocks elsewhere are unaffected.
-Fixed Mario's controls being broken (Not being able to jump off of vines as raccoon Mario, etc.)
-Ostros' hitboxes have been fixed (Thanks, Del)
-Hellknights no longer become invulnerable after getting hit (Thanks, Del)
-An additional room before the boss has been added for Green Greens (8-5)
-Waddle Doos now appear in levels properly
-Added an invisible wall to prevent players from getting stuck in the 2nd phase of Whispy Woods
-Fixed Link's bombs damaging enemies more than they should
-An additional lifejacket has been added to Banshee Boardwalk (1-GH2) to make it clearable with all characters
-Updated Awazon Caverns (8-11) to add a few more enemies and items to match the latest available source
-Fixed broken checkpoints in Hell Prominence (1-WB), Wily Citadel 2 (3-WB,) Mystic Forest (6-5), and 7-9 (Thanks, Nocturnic)
-Fixed several common sounds playing over each other (Thanks, Del)
-Fixed missing tiles in Running of the Bulls
-A few more music tracks have been swapped out (Fortress of Doom, Doh's Dimension, Bridge Zone)
-Updated Wario's death sound to be more accurate


===V0.6.5.1 CHANGELOG===
-The bug where occasionally the SHIFT or CTRL keys would get stuck should now occur much less often. A complete fix for this bug will be done in the future.
-Several music tracks have been swapped out for more appropriate tracks
-Increased the speed in which the timer counts down when a level is completed
-Enemies that are too close to a warp pipe when a player is moving through them will be killed but award no points
-Roll now reverts to her blue form when getting hit from a higher powerup
-Megaman's jetpack now function's like Roll's jetpack
-Link's bombs now explode upon impact with enemies, but he can only shoot one at a time
-Fixed firing a chargeable fireball as the Mario bros. immediately after kicking a koopa shell
-A few of Luigi's sprites have been cleaned up and made consistent, courtesy of Kibbleknight
-Removed several unused lines of code relating to removed characters
-Repurposed a few unused sound effects
•Protoman now uses an updated sound effect for entering a level
•Zero now uses a different sound for his fully charged buster shots
•Wario’s “Wario Time!” quote now plays after his Guts Man intro, as it was intended to be
•Vile now uses a different sound for his shoulder cannon
-Fixed Classic Mario and Classic Luigi's flying sprites
-Fixed some backgrounds for special stages being incorrect
-Fixed Banshee Boardwalk’s W4 exit pipes
-Fixed the missing backgrounds in Shroom Lagoon, Storm Canyon, and Verdant Plain
-Fixed the missing tiles and broken warp in Tree Zone Trek
-Fixed players getting stuck in the ground immediately after the underground portion of Subcon Panic
-Fixed the missing tiles at the end of Dinosaur Land and Running of the Bulls
-Made Whispy Woods slightly easier to beat
-The secret exit in Forest of Silence can now be reached without a powerup
-Fixed the bullet bill launcher in Barren Badlands being 1 block shorter than it was supposed to be
-Arcade Factory now uses the correct coin sound effect
-Fixed the projectile for the projectile shooting enemies in Arcade Factory using incorrect sound effects
-The sound effects for the UFOs from Neon Labyrinth are no longer bugged


===V0.6.5 CHANGELOG===
-The Unexpected error problem has finally been solved! Players should no longer see this error when the game is almost done loading.
-Mario and Luigi's chargeable fireballs have been reenabled.
-Increased the speed of the player in the shop
-Classic Mario and Classic Luigi have been given a slight overhaul Their sprites have been remade to look more accurate, and they can now receive the raccoon ability. Updated sprites were made by the talented Kibbleknight.
-Ryu Hayabusa, Meta Knight, Kirby, and Samus have been removed from the game entirely due to being buggy, unbalanced, or unfinished.
-Vinny is now playable again, but he only functions properly (and is only selectable) if debug mode is enabled. A few creative liberties were taken to make him stand out and a few of his graphics were changed or updated, but otherwise he’s exactly as you remember him. In addition, his graphics were converted from bmp to png.
-sxms-3.dll, in_spc.dll, and msvcr71.dll are no longer necessary for the game to run. These dlls and their accompanying scripts have been unused since 0.53 and have been removed.
-Jaquio and Jashin's battle rooms were orphaned due to their respective levels never being finished. They've been removed along with all of the assets belonging to those two rooms.
-Fixed the bug relating to the dropped weaponized Met enemies turning into question blocks -Fixed Classic Mario and Classic Luigi appearing invisible if a stage began with them in midair
-Simon's heart counter no longer resets to 16 at the beginning of a stage
-Several unused sound effects were removed. A few were repurposed or reused. Elaborated on in the minor changes section.
-Mirror Falls (3-5) has been split up into Fort Bubble Man (3-5) and Mirror Caverns (3-10)
-Construction Site (3-3) has been split up into Castle Cut Man (3-3) and Electric Tower (3-12)
-The following levels have been readded to the game •Mystic Forest (6-5)
•Awazon Caverns (8-11)
•Green Greens (8-5)
•Snowdriftland (-1-6)
•Battle For Dirt Hill (-1-7)
•Neon Labyrinth (-1-8)
•Forest of Silence (4-1)
•World 5 Exit (Addon to 1-14)
•Abstract Landscape (-1-4)
•Banshee Boardwalk (1-GH2)
•Ruined City (4-8)
-Subcon Panic (1-S1) Bomb plants now respawn, preventing the player from getting stuck in the underground portion
-Icicle Mountain (8-9) The last room no longer auto-scrolls
-Wart's Nightmare (9-S2) Many small changes to balance out the level a bit -Mt. Everest (2-11) Removed several icicles
-Oedo Castle (6-8) now uses the correct sound effect for coins (World 6)
-Green Greens' (8-5) double poison block was removed
-Frozen Plateau (1-S9) now has a castle at the end of the level.
-Tree Zone Trek (1-S2) Replaced the yellow ! blocks with donut platforms and added a checkpoint
-Fort Bubble Man (3-5) Removed splash woman's appearance because the fish were generally too difficult to avoid in the narrow sections
-Cheat menu has been given an update. The cheats are now generally more useful.
Sound Changes
-Several sound effects' volumes have been raised or lowered. There are too many to list, but the most notable change is that now the World 6 enemy battle sound is no longer ear-splittingly loud
-Link is no longer silent when he jumps
-1-up sounds used to be dependent on the world that the player was in. Since 0.53, this was changed to be character specific, but the sound effects for world-specific 1-ups have now been removed completely.
-Some of Zebes' sound effects have been removed due to them taking up too much space and being too long. This includes the item pickup sound and its accompanying object, and the player start sound, which was never used to begin with. -Sonic and Tails now use the Master System version of their 1-up sound because the Genesis one was too long
-Wario now uses a new starman track
-Link now uses the Legend of Zelda NES sound for uncovering an item for his 1-up sound
-Classic Mario and Classic Luigi now use an 8-bit version of the level entering sound
-Various other unused sound effects have been removed from the game


===V0.6.1 CHANGELOG===
-When loading a saved game from a previous version, you will not have any music. After loading, go to the Music Volume again, change it to whatever you want, save the game, then reload it. Issue fixed!
-Fixed Starman music resetting level music volume.
-Music volume was being incorrectly applied on init and music change; this has been fixed.
-Music volume is now saved and loaded correctly!
-Changing music volume is now IMMEDIATELY applied. No more confusion.
-MASSIVE optimization to player selection! It’s now MUCH faster to load any player! (Caused by External HUD Code)
-ALL player sprites have been converted from .bmp to .png, further speeding up the loading process.
-Fixed flag music incorrect filetype for Luigi, Sonic, Tails, Arthur, Roll, Link, Vile, Clasic Mario, Classic Luigi, Simon, Zero.
-Protoman now uses the correct flag music.
-Improved Zero start image (thanks, Dooki51)
-Dying will no longer still let you exit the stage, which would save your life.
-Can no longer Exit Stage on special levels, such as encounters.
-W1-S3 (Tiny-Huge Island) Doubled the timer.
-W1-5 (Sandy Oasis) Fixed floating pipe start point in 2nd Area; Fixed missing water tiles.
-W1-8 (Shroom Lagoon) Fixed missing tiles at the end of the 2nd area.
-W1-S7 (Dinosaur Land) Fixed missing lava tiles in 3rd room.
-W1-S9 (Frozen Plateau) Fixed missing block tile in flag pole.
-W1-F6 (Fortress of Traps) Doubled the timer.
-W1-F7 (Dungeon ‘O Doom) Fixed all missing tiles.
-W2-S1 (Yellowstone Journey) Removed pointless powerups at the autoscrolling start.
-W2-5 (Aztec Citadel) Added an extra reward at start area if you manage to reach the 2nd tower.
-W2-15 (Scandinavian Campaign) Final area’s speedy run section is now easier, with a better gun and extra powerup. Planes are also one-hit stompable! (Careful of their hidden missiles in the smoke, though.)
-W6-7 (Gemini Canyon) Fixed horizontal blue line caused by a background with bottom transparent line.
-W9-WB (The Library) (Possibly) Fixed intro sequence. Fixed missing music in arena rooms.