Progress made after v0.53 until v0.6 are shown here, from newest to oldest.
===v06 Vanilla Shroom (RELEASE!)===
-Warp Zone implemented! Every world now has convenient teleports, allowing quick access to all worlds, most of which have at least 2 warp points! Look for the blue vortex in the map.
-Stage Exit implemented! You can now exit a stage anytime. Just remember that you'll start out in the current checkpoint (or start point, if none was reached). Starting a 2nd level resets the 1st level's progress.
-World 1 now uses the SMB Melee theme variant, while "The Crossroads" level uses the Smash theme variant (as suggested by Dooki51).
-W1-3 (The Transitway): Added a Message Box at start point, explaining the Stage Exit.
-W1-F1 (Grassland Outpost): Fixed missing tiles for Sumobro's platform (thanks, CB78)
-W1-4 (Lake of Amnesia): Fixed missing tiles. (thanks, Dooki51)
-W1-8 (Shroom Lagoon): 3rd room, fixed some missing ground tiles at start & end points. (thanks, Dooki51)
-W1-F3 (Dire Dire Docks): Fixed missing BG in World Exit final room. (thanks, Dooki51)
-W1-16 (Mushroom Forest): Life Jackets on 1st room.
-W1-F6 (Fortress of Traps): Shroom at start & Checkpoint.
-W1-S1 (Subcon Panic): Area 2A (Cave entry section) no longer starts the cave song, so it doesn't restart it. Moving to other rooms using ladders has been adjusted, so you start on solid ground now.
-W1-S4 (Birabuto Bash): Fixed missing lava tiles in 3rd room. (thanks, Dooki51)
-W1-S7 (Dinosaur Land): Fixed missing castle in final room. (thanks, Dooki51)
-W2-3 (Skyscraper Domain): Fixed 1st checkpoint; Mario now respawns after the rocket blows up. (thanks, CB78)
-W2-6 (Cruise Control): Now has its own, appropriate music!
-W4-5 (Corpse of the Behemoth): Fixed broken boss checkpoint (thanks, Fernando)
-W4-7 (Death Volcano): Now uses W4 coins. 3rd room initial spot adjusted to reflect the rampaging volcano. Slight adjustment to 1st room enemy positions.
-W9-WB (The Library): Fixed intro timing.
-Removed W8-5 (Green Greens) Level tile, which restarted/crashed the game due to missing level.
-Plasma Pistol now only fires after releasing the Fire button, no longer wasting single shots just to charge.
-If the level goal is reached, the level will now be forced to end after 15 seconds as a safety measure.
-Fixed Luigi's Hammer Suit Carry animation (thanks, Luigicat11)
===v06 WIP#7 (Worlds 8, 9 & -1 Playtested)===
-Fixed a bunch of missing tiles from the cleanup, most notably in W8-10, and all the way to minus world.
-Fixed a LOT of missing tiles in W2-11 (Mt. Everest) due to the cleanup. (Thanks Fernando!)
-Fixed missing collisions in World 3 Map (Thanks Fernando!)
-W4-7 (Death Volcano): Altered dialog text which I never got around to, so it actually makes sense and even points to a certain monster in Gehenna.
-W8-1 (Superflat World): Shroom on checkpoint.
-W8-3 (Pipe Labyrinth): Shroom on start + checkpoint. Removed annoying time limit. First underground sectoin, Text box now reminds you that you can carry items through pipes; P-Switch is now regenerated, so it's not gone forever anymore; removed shellcreep at end section so you don't get hurt while retrieving the lost P-Switch.
-W8-4 (Tetropolis): Shroom at start + 1st checkpoint. Slight reduction in enemies.
-W8-5 (Green Greens) is too incomplete, so it has been removed. Expect to see it in a future release.
-W8-6 (Planet Bomber): Spread out a couple shrooms in both main rooms. 2nd main room, slight enemy reduction, you now get a possible 2nd chance if you happen to fall into the pit.
-W8-9 (Icicle Mountain): Shroom at every room start. Replaced fireflower Powerups with Hammersuits. Extra powerup on 3rd room start.
-W8-10 (Bubble Pipes): Shroom on start + checkpoints.
-W8-S7 (The Bitland): Shroom on start.
-W9-1 (Covenant Assault): Shroom on start + checkpoint.
-W9-S1 (Covenant Thy Veggies): Shroom on start.
-Fixed Mario Spartan Suit's win pose having a vertical blue line.
-W9-2 (Red Rock City): Shroom on start + checkpoint. Extra text for Yorp statue.
-Fixed broken stomp sounds for Commander Keen enemies, namely Bloog, Blooglet, Shikadi and Vorticon.
-W9-3 (Bydo Station): Area 2, replaced shroom with Halo Suit and MSlug HMG with Halo Shotgun, removed shroom. Area 3, replaced fireflower with Troop suit. Area 4, replaced powerup with Contra Missile, shroom at bottom. Boss 1, powerups replaced with Halo & Troop suit. Area 5, Troop suit at start. Area 6, replaced starting powerup with Halo suit, removed shroom powerup. Boss 2, fireflower replaced with Halo Suit. Final Boss, replaced missing music with Legion Boss song, shroom & fireflower replaced with Halo Suits, buster pistol replaced with Contra Rifle.
-Added a powerup regen object. This will create a powerup after a certain amount of time (as defined in the Creation Code).
-W9-4 (Zebes): Halo Powerup Regen in Norfair Elevator, Kraid Elevator, Zebes Treasures 2 Exit (room before secret exit), Kraid Shortcut. Added ice rod to secret exit room. Kraid Shaft 3, you don't need to kill any Metroids to get an absurd amount of keys, just run to the next room!
-Metroids are more vulnerable, with slight increased damaged in a non-frozen state (15 hits to die) and much more damage in frozen state (3 hits to die). MASSIVELY reduced the amount of times you need to spam keys to escape, from 70+ to just 8, so you only power down once, BUT only jumping counts, no need to press all the keys now.
-W9-S2 (Anciena Pyramid): Shroom at start & most checkpoints. Area 3, added spring to reach P-Switch (almost impossible without it for non-shooty characters like Mario); P-Switch now regens.
-W9-S4 (Battle for Sera): Shroom at start and certain checkpoints. City1 Room, added Yellow Noteblock at the end. City2 Room, Halo Suit at Checkpoint. Removed Mouser Fight. Removed Tunnel1 Checkpoint. Train1 Room, replaced poison shroom with Halo Suit, added Remington at end section.
-W9-5 (Silius): Shroom in lvl3 & lvl6.
-W9-S5 (Wart's Nightmare): Easily the worst MKF level due to its extreme unfairness and massive amounts of enemies, with no regard to balance... *ahem* Start with TWO Halo Suits. Spread out extra Halo Suits throughout all rooms, as well as some guns. Reduced enemy amount. Halo Suit regen in 6th room. Good luck!
-W9-10 (Energy Zone): Halo Suit in 3nd room start. Elevator room, now spawns Halo suit instead of shroom, which also fixes Bombman getting stuck on the shroom.
-W9-WB (The Library): Fixed Intro desync and finishing too soon. Floor Rush Rooms, replaced Troop Suit with Halo Suit.
-W-1-1 (Arcade Factory): Extra powerup in middle of 4th room (autorun section).
-W-1-2 (Pibble Plateau): Shroom at start & checkpoint.
-W-1-S1 (The Minefield): Boss Room, shroom powerup respawns every minute and half.
-W-1-5 (Doh's Dimension): Shroom at Start + Checkpoints.
===v06 WIP#6 (Worlds 6 & 7 Playtested)===
-Replaced all broken blocks related to the Demon Suit in W6, which never got implemented. They're now regular powerups.
-W6-1 (Sky Garden): Shroom at start & checkpoints. Relocated powerup upwards near start of Under 2nd room.
-W6-2 (Mt. Sabre): Shroom at start and most checkpoints.
-W6-F1 (Water Temple): Shrooms at start and most checkpoints. Slightly reduced enemy count. Boss HP reduced from 800 to 400.
-W6-3 (Land of Lattice): Checkpoint + shroom in 4th room.
-W6-4 (Fillmore Weald): Added a hidden noteblock at the end, so you can still try to use the secret exit. Fixed extra pixels at the end of each room.
-W6-S1 (Dream Forest): Shroom at checkpoints. Removed poison shrooms. Reduced the obscene amount of enemies. Final section is slightly easier.
-W6-6 (Blue Mountains): Shroom at start + checkpoint. Reduced enemy amount.
-W6-F2 (Fortress of Doom): Shroom at start + checkpoints. Added extra lens block on dungeon room at the bottom middle. Pre-Boss room, one powerup replaced with Hammer suit.
-W6-7 (Gemini Canyon): Shrooms at start + checkpoints. Reduced enemy amount. Extra checkpoint in 4th room. Pre-Boss, added hammersuit powerup. Boss room, reduced HP to 320 and added MSlug Rocket Launcher to shorten the fight.
-W6-8 (Oedo Castle): Shroom at start + checkpoints.
-W7-S2 (Toyland): Shroom on start + checkpoints. Toyland2 music has been removed, music ini updated accordingly.
-W7-S3 (Ecco's Ocean): Slight text improvement. Shroom near Start + checkpoint. Sparsely added some appropriate guns, so make those shots count unless you wanna rely on rocks. Hidden note block at the end.
-W7-9 (Sky Battery Zone): Added checkpoint in 3rd room.
-W7-S6 (Neo Tokyo): Buster Pistol added for both rooms. Better powerup at checkpoint.
-Ribots can now be properly stomped.
===v06 WIP#5 (Worlds 4 & 5 Playtested)===
-W4-S1 (Barrels 'O Fun): Added a 2nd checkpoint just before the final room w/ mushroom powerup.
-W4-2 (Hell's Graveyard): Fixed missing water/lava tiles.
-W4-F1 (Tower of Babel): Mushroom Powerup on start. Made the secret level unlock more obvious, plus a little textual flair. Now you can still get to the top if you missed the platform in the final area before the boss; no need to die anymore! Boss room, replaced half the rocket launchers with nade launchers, and added a fire rod in case you manage to lose all weapons.
-W4-S2 (Blocks of Doom): All rooms with block trains now give you a potential 2nd chance in case you fall into any pits, the last area being a lot more forgiving; just don't expect it to be an easy alternate route. Block trains will give you worthwhile rewards if you stay on track, and you will be warned when needed to go fast. 1st checkpoint now has a Mushroom + Hammer powerups; someone went a bit overkill with the difficulty here...
-W4-3 (Antenora): Pretty solid map already, only added a Mushroom Powerup for areas 1 & 2.
-W4-5 (Corpse of the Behemoth): Mushroom powerup at start; fixed blue tiles. Added checkpoint & mushroom powerups in area 3. Added Hammer Powerup in Boss Checkpoint. Necromancer has been slightly overhauled: a powerup spawns every 45 seconds, a nade launcher every 90 seconds, and he has his own dialog now!
-W4-6 (Dragon Dominion): Area 1 is a bit easier with some extra powerups. Area 2, replaced initial poison shroom with a powerup. Boss health fixed, now spawns a powerup every 45 seconds and a weapon every 90 seconds; still a tough fight, mind you.
-W4-S6 (Volkmire's Inferno): Removed out-of-place space invaders. Nailgun halfway through the 1st area. Added TWO powerups at the start of Area 2... good luck.
-W4-S7 (Palace of Dark Delight): Area 1, shroom at start, removed poison shrooms, added an extra powerup, slight arrangement to weapon placements. Area 2, rearranged weapons. Area 3, powerup at bottom. Boss area, he's now pretty much invincible so just run! Reduced enemy count and arranged them a bit; removed annoying block walls; added 2 powerups. Final area, added a 3-up for your valiant efforts. Removed Secret Room (wtf Del?)
-W5-1 (Sea of Muck): Mushroom on start point. Area 2, added weapon for facing the clawgrip (w/ reduced blob amount) & replaced fireflower with hammer suit on end. Removed pointless enemy in last room. Better text.
-Clawgrip's HP reduced from 1000 to 480, as actually grabbing the rocks can be quite troublesome.
-W5-2 (Rotten Eden): Mushroom on start point, 1st & 2nd checkpoints. Reduced Boss HP from 40 to 12 (around 10 stomps).
-W5-4 (Lair of the Leviathan): Checkpoint in Areas 2. Area 3 had its checkpoint shifted back. Shroom Powerup in Areas 2-4. Extra star powerup in Area 4.
-Fixed Earthworm Jim Pustule enemy. It's now a visible, generic floating enemy with a set path.
-W5-5 (Fiddler's Green): Shroom Powerup at start + checkpoint, improved text. Added text near checkpoint indicating the ropes are climbable. Fixed small tiling glitch near the end of the 3rd room. -W5-S1 (T'Leth): Shroom Powerup in Low Floor. Boss room, powerup every 30 seconds, which randomly spawns around the middle section.
===v06 WIP#4 (World 3 Playtested)===
-Over 70 backgrounds have been externalized, reducing source + exe size!
-Some minor cleaning for backgrounds and unused rooms.
-Went through every. Single. World 1 level. Again. In the editor. So I could fix the missing tiles due to a bit TOO much cleaning. On a side note, one or two levels (such as Rice Beach) have much better tiling!
-Siren (W1-18) and Neo Cortex (W2-13) had their powerup respawn timers adjusted to 45 seconds. It was 50 seconds originally instead of 30, whoops.
-W2-5 (Aztec Citadel): Added some initial dialog. Fixed background issues near the temple entrance; there's even a flowing river now!
-W3-11 (Artificial Reef): The water is now properly transparent.
-W8-5 (Green Greens) is now accessible, with 2 new songs. Currently untested until I reach world 8.
-W3 Cutman no longer goes through walls or the ceiling, which means you can beat him without getting stuck! He should never, ever glitch again, but if you manage to do the impossible and glitch him outside the room, he will return to his starting position, so be careful.
-W3-3 (Maintenance Tower): Fixed missing BG; Fixed broken keyhole in AreaC.
-W3-5 (Mirror Falls): Fixed broken BG in AreaB2.
-W3-W2 (Wily Stage 2): Main Boss took WAYYY too long, reduced HP from 200 to 60.
===v06 WIP#3 (World 2 Playtested)===
-W1-WB (Hell Prominence): Minor adjustments to difficulty so it doesn't become downright unfair. 1st Room, mushroom powerup at very start so you don't have to die right away. 2nd Room, added Powerup at start, adjusted 3rd candle, last smb1 platform now goes up instead of down. 4th room, increased bombable brick depth (in object, general fix), so cannonballs can now be seen in front; mushroom powerup before the final platforms to counteract the bombs falling on you. 5th room, mushroom powerup in middle section.
-W2-S1 (Yellowstone Journey): Added a powerful, one-shot auto-reloading rifle to kill all that pesky wildlife (effective against moose!). Added Hammer Suit powerup at start, replaced all powerups in next 2 rooms with hammer suit as well. Removed walls during final autoscrolling sequence. No more cheap deaths!
-W2-S2 (Raccoon City): Fixed access to sewer section.
-W2-3 (Fever Las Vegas): Willy Boss has much less HP now. Still an unfair boss though, but he's quick to beat.
-W2-4 (Skyscraper Domain): Much more open and easier.
-Fixed broken stomping for NG Thugs & bird.
-Duke 3D Pigcop & Enforcer now have their appropriate death sounds.
-W2-5 (Aztec Citadel): Fixed incorrect song during the outside sections. Message box about vines in 2nd room + exit indicator at the top.
-W2-7 (Sahara Scramble): Adjusted placement for reloadable weapons. Removed Thompson M1928, replaced with the Remington shotgun. Karabiner is now also used, replacing the Thompson M1928 near the end section for a tougher battle. Dust Devils can now hurt you again. (NOTE: They're stationary. You can graze them, just don't go inside)
-W2-S4 (Running of the Bulls): Removed one particularly nasty crate at the very end.
-W2-F2 (Persian Palace): Fixed broken floor gate switches.
-W2-F3 (Tiger Temple): Boss HP halved; too much for such a simple fight.
-W2-13 (N.Sanity Island): Boss now spawns a powerup every 30 seconds, as the difficulty was a bit too... NSane.
-W2-15 (The Highlands): Slight adjustments to layout in the 2nd area.
-W2-16 (Scandinavian Campaign): Introduced the Classic, reloadable guns around certain areas for some additional balance (or just good fun). The end section is now a particularly interesting run&shoot...
-Reworked Metal Slug Rocket Launcher Vehicle, which was doing over a hundred 'If' checks (!!!) in the Step event, now only does ONE check. Fixed wrong frame being used after firing all missiles, as well as the strange purple segments on the tip after firing. The shot warning is now darker, so it doesn't burn our poor retinas.
-W2-17 (Transiberian Trek): (WIP)Fixed missing BGs. Introduced some classic weaponry at certain cabins. Final cabin is more rewarding. One of the Powerups at the Pre-Boss section is now a hammer suit. Replaced Boss section's Thompson with Karabiner, so make your shots count!
-W2-18 (Military Warzone): While a tough level, the latter section is now somewhat easier thanks to some extra goodies. Made Keyhole location more obvious thanks to a trail of rupees.
-W2-S5 (Industrial Nightmare): Placed Troop Powerup on 2nd room, now you can ride & shoot! Boss section is improved. Birdo near the end is a little easier now.
-Mouser can now turn around; no more sneaking to the right, smartypants.
=v06 WIP#2 (World 1 Playtested)=
-Relocated new levels into the following spots:
- W1-S0 Height Valley, located in the water between Boo Mansion and Tiny-Huge Island.
- W2-6 Cruise Control, located right after 2-5 Aztec Citadel (Switched spots with temple).
- W4-7 Death Volcano, located before 4-WB (unavailable) and 4-6 (Dragon Dominion).
-The Siren from W1-18 (Isle of Mystery) now has dialog! During the boss fight, she now takes slightly longer to attack, and a powerup is spawned every 30 seconds. Improvements to text in the level.
-Added dialog for Bowser Jr. in W1-WB (Hell Prominence). There's an optional dialog if you decide to beat him instead of cutting off the bridge.
-(Requested) Reworked Metal Slug Rebel Rifleman step event, now much more efficient.
-The shyguys in the pause menus are now facing each other! They finally see eye-to-eye on things.
-Fixed several floating checkpoints in World 1.
-Fixed background issue in W1-S5 (Rice Beach).
-Fixed parabeetle placements, inconsistent difficulty in W1-11 (Sky Scurry).
-Fixed broken PoP floor switch in W1-S10 (The Crossroads).
-Fixed music restarting after exiting W1-F7 (Dungeon o' Doom)'s 2nd room.
-Removed Temp Test World, as there's no point to it now.
===v06 WIP#1===
-Added a temporary Test World. To access it, use the Previous Room cheat (#22) on the World 1 Map.
-Added 2 new levels:
- 1-4 Height Valley (MKF-world1) -> Removed pointless Checkpoint; Fixed moving platform in middle by splitting into two.
- W2 Cruise Control (Finlander) -> Improved enemy & item layout; NPCs fully functional; Cutscene is now complete and ends the level. - W5 Death Volcano (Finlander) -> Vastly improved enemy and item placement; Fixed volcano eruption and music cutting of on 2nd room; Removed pointless dialog box on 3rd room; Now a tough but fair level.
-New Music:
- volcano (Death Volcano)
-NPC Dialog System has been restored! Necessary changes have been made to the external dialog files.