Emerald Tower

What is Emerald Tower?
Emerald Tower is a game set to look like it was released in the late 1980s for the Nintendo Entertainment System. This game represents the collaboration of many people teaching me things like arrays and BG layers, so please do not be afraid to tell me if you have a suggestion on how the program could be improved. Also, because the game is based off of a friend I once new, I doubt the main storyline is changing.

Main Storyline
As I said, this game is based off a friend I once knew and his brave attempts at being kind to a girl he liked. If people laughed at her, he was the first person to help her to her feet and encourage her to ignore them. He truly loved that girl. That in mind, Emerald Tower is a choice game/platformer, and throughout the game you are given several chances to change your motive for rescuing the girl the main character, Em (the name is not related to the friend I knew) loves. Not very creative, you say? That's what I was aiming for. After all, half the games made for the NES were about saving your girlfriend. At any rate, before I started on this tangent I was talking about the chances to change your form. These chances are subtly snuck in to the game; for example, the first is when Em encounters a rose in the middle of his way. If you touch the rose, you are asked if you wish to pick it up, and in doing so Em's costume changes to fully red and you can guess his motive changes to perhaps saving the girl to continue to marry her, a much stronger motive than saving her to extend her life. With these form changes come change of weapon. The player is not asked if he wants to change weapon. But after picking up the rose, you can no longer fire your bow with the L button. Instead, Em will lash out with a rose. This game element is intended to shake up the gameplay every once in a while, while also extending replay value.

EMR Beta Demo
-       Basic BG level design

-       Levels are stored in data arrays

-       Finished physics as far as I’m concerned

-       Block placement + clock breaking (x and y buttons)

-       Rank System and Rank benefits

-       Music written by me that sounds nothing like NES music

-       First change of form (I plan for around 4-5)

-       Another mode seen from the title screen where you can play minigames and see your progress on the next rank

-       At some point, the game runs out of data and uses some for the minigame mode. Have no fear, this will be taken out in the next Demo

-       Autojumping

For the Next Demo…
-       Stop game when data runs out

-       Elaborated form change- as it is now it is quite dull.

-       More levels

-       Different weapon for the rose form.

-       NES music

What I need help on
Yes, my friends, I am not all-powerful, and I could use a hand on some issues that are really quite above my pay grade. I do not request that you program anything, but if you know of a solution I would be grateful. Discostew has already been extremely helpful by his tutorials and his advice to beginners. Now, I am not a beginner, being fairly fluent in JS and HTML, but Petite Computer was new to me about two and a half years back.

-       Besides music, how can I make it more NES-like? That is, after all the biggest issue with this nonsense.