after the flag is pressed, hit space to play the game like normal, and the numbers to go to specific levels fun little notes about each level because why not 1+2 already been in the game 3 the level that was previously level 2, ultimately decided to rework some sections and start implementing culling so the game runs faster (both culling of large sections and culling of small groups of platforms) 4 test of a rolling entity, a chain chomp that follows you. had a level idea where you could guide it down to get a star. 5 castle level, has lava sorta implemented but not fully happy with how the animations look yet 6 a test level for a new way of storing collisions; instead of storing individual objects, four are stored at a time in a rectangle, with a parameter for length and height as well as toggles for each side. works with culling too. 7 was originally a test level for the rolling object in level 4. had multiple regular rolling chain chomps (didn't follow mario) 8 is not actually a level, it was a minigame idea i planned on having to get extra stars or something. never got around to doing anything with it tho. it does feature the original physics from the original nes game tho, so that's cool i guess.
okay, decided i might rework it to restructure everything more appropriately. the entity system was pretty bad and i think that the engine itself isn't as flexible as it should be, so i'll rework it all into a new engine with hopefully the same physics as before. old notes: what's left of this game since i last touched it, idk if i'll keep working on this since there are many issues with the engine I'll need to fix, but either way imma just release it for the sake of it since i know people probably wanted to see it. last time i touched this was before i even started the sonic engine, so there haven't been any real updates but yea :/ if I do choose to do anything with this, it'll more than likely just be a reworking of a lot of the systems in here. working on the sonic engine helped me learn more about scratch's priority queue system and so I could probably optimize rendering and entity systems to use fewer clones.