@Darkmanx_429: I know it's technically should be a private response but I felt it's too important to leave in the shadows so here it is.
1.ASDF? Who in their right mind would use ASDF for platforming? It's inherently awkward as it is (You have to keep in mind that I'm using an american QUERTY keyboard). I use the Arrow keys to move my characters and I use Z and X for jump and run/fireballing/whipping respectively and C for Spin Jumping as Mario (might be mistaken since I'm not actively playing it right now). N and M are technically supposed to correspond to the Select and Start button on an SNES controller. You can also use A and D to scroll the camera ala SMW.
2. I think my current intro is just fine, I really cannot think of any more ways to "compress" it per-se.
3. The Z Key on the world map is a debug key that allows one to see if the paths are working as well as to allow them to quickly access a level. The Debug key will be disabled in the final release.
4.There are certain levels that will give you the option to save the game after beating them and they have specific icons: big yellow circles, big red circles, circus levels (somewhat inspired by CVPOR), ghost houses, mini boss fortresses, world boss strongholds (each stronghold has a different icon), ghost ships, the outer clocktower, farms, temples and churches. Likewise once you get into Dracula's Castle, every level within the Castle will bring up the option to save the game. (due to the fact that every level within the Castle will end in a bossfight that most of the time will probably be rematches with a miniboss or a world boss from the previous worlds, with a few uniques in the castle).
5.I have been looking into it and I have been thinking about a way to have animated tiles in game without having to code a bunch of sprites. It will probably use the same method currently used to animate the water on the worldmap.
6.I think it's just fine, boosting Richter's jump would break the established balance and make it where people swap to Mario less often.
7. I was more focused on making the levels difficult rather than non linear and thought I did well enough for the levels involved. As for movement speed on the map Bigworm and I will see what we can do about that.