- 1.) When kamek shoots its magic ring thing she(?) makes a sound effect ("Birdo Beat") in the original SMW (yeah it's the same sound effect because it's SMAS). Would be nice she make this sound effect like it do in SMW!
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- When player get hurt it makes the sound effect "SMB2 Hit" instead the SMB3 standard "Shrink", as it should.
- Player can get double mushroom from nothing. When the player has a mushroom and got another power-up (for example a fire flower) the mushroom will be added to the item box in SMBX 1.4.3, this shouldn't happen because the mushroom the player already has will be effective when it get hurt. So if the player it's on mushroom status and get another power-up with highter priority (such as fireflower), the mushroom shouldn't be reserved in the item box. The only cases a mushroom will be reserved on the item box is when the player has a power-up like fire flower and got an extra mushroom, here it's valid, or if the player was on mushrom status and got another mushroom it's valid too.
This is how the system works actually, as you can see, there's a extra mushroom in the item box at the end that shouldn't be there:- Spoiler

This is how the system should work:- Spoiler

Only in these cases a mushroom could be added in the item box:- Spoiler

(And so on...)
Hope I explained corrently. :P - Spoiler

2.) Baby Yoshis doesn't make any sound effect. It gave me a little weird sensation, in NSMBU and SMW baby Yoshis makes sounds effects, why in this version I don't know. I'd suggest to add the sound effect "Yoshi Shallow" when baby Yoshis eats an enemy (which is the same that he do in SMW and in NSMBU) also when baby Yoshi grows he sould make the sound effect "Yoshi". As the same way, baby Yoshis should make the sound effect "Yoshi Hurt" when the player has a baby Yoshi on its hand and yoshi run away.
3.) While the enemies are falling on the parachutes Yoshi and baby yoshis should be able to eat them.
4.) The player will get bounce when it get a coin from the top, this shouldn't happen with the coins.
5.) Wouldn't be more polished if the players with leaf/tanooki suit don't move their tail while they are floating with the baby Yoshi on their hands?
6.) This is regarding the SMB3 Power-up system. I love the way it's by default now (and the wall jump too) however there are two things I dislike.
7.) By last, Mario, Luigi and Toad can make wall jumps when they are making spin jumps. This shouldn't happen:
Ideas:
- 1.) Advanced setting for the flagpole that won't let the player pass above it.
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2.) For the Light baby Yoshis, when they are in the obscurity and the player make a spin jump, the NPC will make a little flash effect, that's good, but I thought would be cool if aside from that flash it make the ratio of light a bit bigger and it's getting it's normal size slowly.
By the way, talking about the field of view, there's 1 pixel missing to the right and one for the down, it's only noticeable with bright backgrounds though.
3.) Advanced setting for the SMB3 Para-goomba (the coffee one) to generate mini goombas. If this setting is set, then the paragoomba would make a horizontal flight while shoots minigoombas like in SMB3. Here I made an example:
I did it though events but would be cool have it by default. The command sequence I used: every 0.3 seconds it produces a goomba, on it has generated three minigoombas, the paragoomba will take a break of 2.8 secs and the events will repeat.
Additionally in the setting there could be an option to choose how many mini-goombas it will generate and the time to wait until it generate new mini-goombas.









