Thanks 🙂,
I saw your walkthrough, glad to see no new game-breaking bugs popped up.
To answer your question, I had to develop systems and techniques to cram a lot of information and logic into a tiny space, since despite much being faster than an NES, Pico-8's game carts can only be a tiny 32 kilobytes, while many NES games were hundreds of kilobytes. If you look at the other games I've posted on Itch, you'll see they're all 1KB or less. That's been due to a combination of finding optimization an interesting challenge, and also that severe size constraints really help to limit scope. For this project in particular, I used a system I built that greatly compresses level maps by storing them as placeable objects instead of individual tiles. If you're interested, you can check it out here: https://www.lexaloffle.com/bbs/?tid=42848
I am planning to work on more games that are bigger than a kilobyte, I'm actually currently working on a Pico-8 version of the original Mega Man. Like SMB, it's helping me learn a lot. I think I can get it to fit in a Pico-8 cart without significant cuts, though it'll take a while to finish.