Why Do Coins Float?








Seriously, have you ever wondered why the coins Mario collects float in the air? Is the Mushroom Kingdom Mint imbuing them with buoyancy magic or something? Really makes you wonder.
Well, in Mario’s quest to unravel this mystery, he has learned to harness their power over gravity! Throughout this kaizo light hack, any time Mario collects a coin, he gets one use of a midair jump, which must be used before landing or is lost. This extra jump is earned no matter how the coin is collected. Every level of the game requires earning and using several jumps, often in one sequence.
Also there’s a bunch of neat ASM things, fancy HDMA, music I ported myself, and “comedy”.
REVISION December 8 2021: Several ports are changed Several palettes are changed Several graphics are changed All death blocks use muncher hitboxes The climb to the first level’s midway is shorter The sequence before the second level’s midway is rearranged to be less misleading to its intended solution Starting point in the third level is tweaked Unintended behaviour when throwing the key into the locked gate is fixed A spike ceiling in the third level is closed off The final stalactite in the fourth level is removed A light switch in the fifth level is moved slightly Camera while ascending to the fifth level’s midway is improved The final coin-jump in the fifth level is slightly more forgiving Layer 3 graphics in the seventh level are less obstructive Falling rocks in the background are no longer drawn in front of Mario Bats no longer appear erratically for a few frames when entering the ninth level’s boss room from the previous room A few tiles that got in the way without adding any challenge are removed Unjumpable wallrun triangles are no longer jumpable from certain pixels A spike ceiling in the tenth level is blocked off from above
Extra Files:
WDCF changelog.txt
REVISION December 8 2021:
Several ports are changed
Several palettes are changed
Several graphics are changed
All death blocks use muncher hitboxes
The climb to the first level's midway is shorter
The sequence before the second level's midway is rearranged to be less misleading to its intended solution
Starting point in the third level is tweaked
Unintended behaviour when throwing the key into the locked gate is fixed
A spike ceiling in the third level is closed off
The final stalactite in the fourth level is removed
A light switch in the fifth level is moved slightly
Camera while ascending to the fifth level's midway is improved
The final coin-jump in the fifth level is slightly more forgiving
Layer 3 graphics in the seventh level are less obstructive
Falling rocks in the background are no longer drawn in front of Mario
Bats no longer move erratically for a few frames when entering the ninth level's boss room from the previous room
A few tiles in the tenth and twelfth levels that got in the way without adding any challenge are removed
Unjumpable wallrun triangles are no longer jumpable from certain pixels
A spike ceiling in the twelfth level is blocked off from above
January 7 2022:
A coin is moved back in the spaceship to prevent a spawn issue with an eerie
Layer 2 parallax in the second section of the volcano no longer fails when loading a save file and starting from the midway
Faster overworld movement
More palette/graphics changes, primarily to increase visibility of munchers/spikes/lava/death blocks