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I have more to say about all of this, but firstly I think I fixed the subarea corruption issue - can you retest on the same seed and confirm? If not, please provide the seed and options you chose so I can keep working on it.

It’s fixed, yes, but something remains in that sometimes the unused “no yoshi” sign level intro plays in some levels

I'll work on that too.

Anyway, longer answers:

  • World mixing is hard because SMB3 worlds are unidirectional and SMW worlds are omnidirectional and frequently have multiple ways in or out, so there's not really a clean way to make it feel like both progression and mixing. One idea I had was mixing Star Road and Warp Zone but I haven't put a ton of thought into making that work. I do want to shuffle SMB3 world order at some point at least.
  • I don't want Switch Palaces to be vanilla forever. I think I want them to be possible rolls for Toad Houses eventually.
  • Stay tuned on SMB3 inventory.
  • I absolutely could implement progress saving, and in fact I think SMW's works by complete accident, but I've poisoned SRAM so bad by stuffing it full of important cross-game memory that I fear trying to actually keep it sane over power cycles. God knows what state information would leak strangely or stop working after a power cycle.