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Expanded levels (Settings → Mods → Levels, on by default): Tree Zone 2 is
rebuilt as one connected map. Its pipe no longer teleports Mario between
sections, and the camera scrolls freely to the level's edges. Turn the
setting off to play the original layout.
Tree Zone 3's camera scrolls freely through its pipes instead of sliding
between rooms (with Expanded levels on).
Scenery for Tree Zones 1, 2 (rebuilt), 3, 4 and 5, the zone's bonus level
and the Tree Zone map in widescreen and zoomed-out views.
Cloud scenery around the Tree Zone boss arena in widescreen and zoomed-out
views, also available in the Scenery Editor.
Spin jump button: ZL / ZR on a controller (C on the keyboard) spins Mario
while he is in the air, without holding Down. Rebind it in Settings →
Controls; existing settings files pick up the new default.
Changed
With the Modern status bar, the overworld hub's lives and coins appear in
the top-left corner instead of the bottom-right strip.
Fixed
Modern HUD counters let arena scenery show through their gaps instead of
leaving white rectangles. Glyphs and outlines remain visible in native and
DX rendering, and native pause flashes keep the HUD background transparent.
Tree Zone 3's outdoor entrance keeps its original DX colors when the hive's
palette loads while the entrance is still visible in widescreen or zoomed-out
views.
Boss arenas no longer draw the preceding level's scenery with the arena's
DX tiles and palettes. Arena scenery follows the camera's picture instead
of the center of the window.
Modern status bar counters render correctly in levels whose palettes use
different colors for the original status strip's background and numbers.
Scenery Editor: boss arenas show the screen the fight is played on, not the
part of the arena layout beside it.
In widescreen and zoomed-out views, the camera pans smoothly between rooms
instead of jumping at the start and end of each screen transition.
In widescreen and zoomed-out views, the camera no longer races past the end
of an autoscroll level when Mario walks left of the screen's middle.
In widescreen and zoomed-out views, distant objects no longer trigger
proximity behavior too early, including Pumpkin Zone spikes and the
hippo level's waiting bobbers.
In widescreen and zoomed-out views, defeated enemies, respawning enemies
and Wario's Castle mines use the visible area's edges, preventing enemies
from disappearing or respawning while still in view.
In zoomed-out views, Mario's death animation follows a continuous arc and
fades after he falls below the visible area.