1.:Delayed Warp: In the SNES Version of Super Mario Bros., when you fall down in Coin Heaven, it takes a few seconds until you actually warp to the main area.
The delay time could be adjusted using a slider, like the one used for Pipe Cannon Force or Warp Size (either in Frames or Seconds).
2.:Blend Modes for Background Objects + NPC Blend Modes Unlocked: These are useful, when you want to create Sunlight Effects, Fire Effects or SNES/GBA styled transparent Water(SMB1 SMAS Water and SMB3 SMAS Water) or SNES/GBA styled Darkness Effects ("Disco Ball" in Super Mario World). (Alpha(Normal), Add, Multiply, Divide, Subtract and Color Averaging Blend Modes). (NPC Blend Modes are a Standard Feature as of 1.4.5, but BGO Blend Modes should be re-added)
3.:Player Hurting Field (Similar to NPC Hurting Field): Useful for "pseudo" fire, hot water, etc.(Doable with Events + Player Events)
4.:Background Settings: You can set Layer Parallax Scrolling (Script Version is buggy when used in multiple Sections/ with two players and uses up BGOs), Background Frames, Mirage/Wave Effects, Scanline Parallax Scrolling, Background/Layer Movement(for Cloud Effects), whether a Layer is in Foreground/Background, reapeating Background Image, Snow, Embers, Fog, Rain, Sunlight, (even moving Parallax Layers by using Events,) etc.
4.5.: .pdn Graphics Support: Especially useful for Parallax Scrolling (Because of Layer Support).
5.:Fire Koopa Clown Car with Projectile and Powerup Settings: This variant of the Koopa Clown Car is from Super Mario Maker. It lets you shoot Fireballs.
The size of them and the Clown Car depends on the length you hold the "run" button (small if only tapped or held short, big if held long). It could have some options:
- -which NPC/ Projectile it shoots uncharged and charged
-how long you have to hold the button
-the size of the charged Koopa Clown Car
-which Powerup increases the amount of Projectiles
-how many Projectiles are shot if not powered up
-how many are shot while being powered up.
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5.5.:Smaller and polished Koopa Clown Car + Option to set Enemies in it( Must not necessarily replace original Clown Car): This is the Super Mario World styled Koopa Clown Car from Super Mario Maker with hurt, blinking and angry frames.
Koopa Clown Car(polished):
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6.:Icy version of Yoshi's Fireballs: (For Completeness (for NSMBU styled levels))
Yoshi Iceball:
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7.:Silver P-Switches and Silver Coins(+Thrown Coin): P-Switches, which turn normal Enemies in Silver Coins, which give Points and give you 1Ups, if you collect at least 7 Silver Coins (They are affected by gravity and don't count as normal coins, but as Points in the following order: 400-800-1000-2000-4000-8000-1Up-2Up-3Up-3Up-...) and turns Munchers and Jelectros into normal Coins (whether an enemy/NPC turns into a normal, red, blue or silver coin could be set through the NPC Editor (GoldPCoin, RedPCoin, BluePCoin and SilverPCoin) .
Dropped Coins are dropped by Enemies, which are defeated by Fireballs(can be set in global Options).
Silver P-Switch:
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8.:A small color fix for the Kamikaze Koopa Shell: in SMW, the Kamikaze Koopa Shell cycles through all 8 Main Palettes (Red-Yellow-Green-Blue-Black-Turquoise-Silver-Gold), while only 4 of them are used in SMBX (Blue-Green-Yellow-Red). This is only a small thing, and it must not necessarily be fixed.
Rainbow Shell:
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8.5:An Animation fix for the Spike Top: In SMW and SMA4, Spike Tops have Animation Frames for Slopes and Transitions between vertical and horizontal movement.
Spike Top:
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8.75:Sound Effect Fixes: There are Sound FIles missing for Swooper, Venus Fire Trap(Can use Lava SFX),etc.
Swooper:
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9.:Some global/Section specific Options which include:
- -Whether Player Iceballs freeze other players or not
-Whether Enemy Iceballs freeze other enemies or not
-Whether Ice Yoshi spits out Ice Cubes or Iceballs
-Whether Yoshis can Flutter Jump (most games since YI) or not Added as Special Event in 1.4.5, already existed as a sysval before
-Whether Iceballs "freeze" Water (creating Ice Cubes on Water Surface)
-Adjustable Screen Resolution (Width*Height) without the need of Scripts
-Whether Luigi can Scuttle Jump (SMB2) or not (uses Walking Frames)
-Whether Brick Blocks behave like SMB1 SNES ("bouncing" you up when breaking) or not
-Whether you can create a Point/Combo chain by touching enemies (200-400-800-1000-2000-4000-8000-1Up-1Up-...)while invincible (since SMW) or not Added in 1.4.5
-Whether Enemy Fireballs can melt Ice Cubes or not
-Whether Slopes behave like in SMW/NSMBDS, SMB3 or SMBX
-Whether Ice behaves like in SMW or not (Slipperiness Option would be good)
-Whether Enemies drop Coins if they are defeated by Fireballs(since SMW) or not
-Whether Yoshi Fireballs/Iceballs can melt Ice Cubes/"freeze" Water
-Whether Raccoon/Tanooki Players need to tap the Jump button to fly/ glide or not
-Whether Tanooki Players can use the Alt Run Button to turn into a statue or need to press the Run/ Alt Run Button + Down
-Whether Coins, Dragon Coins and Star Coins can be collected by throwable/ kickable Items (e.g. Shells, Vegetables, etc.) or not
-Zoom-out or Zoom-in
-Whether the Characters change Color while invincible Palette-wise (SMB1- SMA4), rainbow-ish (since NSMBDS), or not
11.:Finally addding the Option to have SMB1 Bowser without hammer+ more frames: In SMB1, there are two variations of Bowser/Bowser Impostors: one without hammer throwing and one with hammer throwing. In SMAS SMB1, Bowser and the Bowser impostors have Frames, where Bowser gets Dizzy (or whatever these Frames resemble) when being hit by fireballs and Frames when being defeated on a collapsing Bridge.
SMB1 Bowser:
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12.:Object Rotation & Scaling(Graphics+Hitboxes): These could be useful for SMW Bosses, Rolling Hills (NSMBW & NSMBU),Pseudo-3D Backgrounds, Swinging Vines, etc.
13.: More Music: What always bothered me is, that in the SMB1, SMB2, SMB3 and SMW Sections, there are some themes missing (I know that you can set custom music, but for convenience, It's better to add at least some of them into the editor).
SMB1:
Bonus:
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SMB2:
Select your Player:
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SMB3:
(Worldmap)Warp Zone:
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- https://www.dropbox.com/s/uv1ipexgxc2pwio/Airship.zip?dl=0
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- https://www.dropbox.com/s/e4j100qerilqyry/Bowser.zip?dl=0
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- https://www.dropbox.com/s/odocuzfomyezgtn/Peach.zip?dl=0
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- https://www.dropbox.com/s/1k84uxqz6xbwqkv/Toad%20House.zip?dl=0
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- https://www.dropbox.com/s/8sr2tw50hvse63l/Bonus%20Game.zip?dl=0
SMW:
Invincible:
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- https://www.dropbox.com/s/sl2lzps1rpmi3v0/Invincible.zip?dl=0
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- https://www.dropbox.com/s/to31vidbqrdnw0q/Bonus%20Room.zip?dl=0
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- https://www.dropbox.com/s/lv4ru7a6oorvy0u/King%20Bowser.zip?dl=0
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- https://www.dropbox.com/s/sfn3829lnaor0k1/Cast.zip?dl=0
14.:P-Wing as Collectable Item + Slippery Setting for NPCs which you can stand on: in SMA4 there is an unused Feature, which puts a P-Wing in a ?-Block, which triggers directly. This would be great for flying minigames like in SMA4.The slippery Setting can be useful for icy Levels(Useful to recreate Icy Donut Lifts from NSMB2).
P-Wing:
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- https://www.dropbox.com/s/qwyf61b91hekkv0/P-Wing.png?dl=0
15.:Yoshi Berries (+Coin Cloud+ Smile Coin): There are three types of Berries:
-If Yoshi eats ten red Berries, he will lay an egg with a Powerup (Npc can be configured)
-If Yoshi eats two pink/purple Berries, he will lay an egg with a Coin Cloud, which drops Smiling Coins (Coin Cloud Time Limit can be configured)
-If Yoshi eats one green Berry, 20 Seconds are added to the time Limit (Time can be configured, even negative Values)
Red Berry:
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- https://www.dropbox.com/s/vsnm2wovqqatzp1/Red%20Berry.png?dl=0
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- https://www.dropbox.com/s/iwxr4x8fch7uk7z/Purple%20Berry.png?dl=0
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- https://www.dropbox.com/s/uxso6ukihxo4d1o/Green%20Berry.png?dl=0
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- https://www.dropbox.com/s/w0tvg9kyz1pjxtl/Coin%20Cloud.png?dl=0
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- https://www.dropbox.com/s/fod0fxkgwba1g7l/Smile%20Coin.png?dl=0
16.:More Special Events: These include: Ground Pound, Mid-Air Spin( NSMBW)(added in 1.4.5), Adding Baby Yoshi to Inventory, Slow Sinking (NSMBW (hold jump button), Player Specific Events for various Actions (e.g. Jumping, Dying, Power-Up, etc.), etc.






















