This is my first serious project, so take it easy. I put lots of effort into it. This hack has no custom blocks, no custom music (but if you count the SMB2 music patch...), has custom sprites and custom graphics.
Credit goes to: Icegoom, the one who made the SMB2 music patch whose name I don't remember, and a bunch of people who made most of the ExGFX present in this hack, and me :). Since I haven't WinZip, this hack is in .rar format. Have fun! :D
fixme: custom music breaks hack in accurate emulators
Looks can be deceiving. An individual screenshot can wow you, and because it looks so rich, bright, and detailed, you'd get the wrong impression. In motion, this hack is a mess: the visuals are so cluttered in many levels and nearly every level has animations everywhere so it's hard to tell what's going on around you. Enemies sometimes blend in. Not only that, but levels are crammed full of way more enemies than necessary to create a challenge. Mr. Star's Switch was nauseating to play through because of the fast-moving background. That REALLY needs to be toned down.
The only real palette problems other than "too many colors" are status bar errors in some levels.
A few levels have cactus enemies that will drop down right in your path, or on the inverse, in levels such as Mr. Star's Switch, you will jump off a high ledge and find a ton of enemies you didn't anticipate below. It's not only intentional, but unintentional as well: sprite tile memory problems are frequent, and slowdown plagues nearly every level.
Graphical clashing occurs throughout the hack within and between every single level. It can't decide if it wants to be crayon-like as in Yoshi's Island, bold and smooth like many DS games in the Mario universe, pale and chalky like KDL3, or chubby-3D like Kirby Super Star environments, or realistic like in DKC3. At times, it's easy to mistake a cloud for a part of the foreground you can walk on when it's a prop. Similarly, some actual platforms seem so subtle that you wouldn't think it's a platform at all.
Two levels have the same exact secret exit: there's a level on the overworld after the one you find the first iteration of the secret exit in which you have to ride an Eerie over to a key and enter a pipe, dodge stuff per usual, and stick it in the door. In the first level this happens, you press down right in the area you start in and it'll take you to this level. Not only is this tedious because you have to ride the Eerie for a decently long time and get into a tiny hole that the camera won't even scroll up to show you what's above, you need to do it twice to 100% the game.
The water levels were annoying as hell: the first one had decoration that looked like solid ground, and the really long one was crammed full of enemies. I elected to swim under that one after I had enough.
The overworld is kind of cool, since it readapts SMW's overworld, kind of like how dreams based on a familiar place won't be exactly like the real world and may even be a weird twist.
All in all, the game is too confusing and some levels are too long for the way they keep cramming things in close confinement. I found this unbeatable without savestates. And, it's a real shame, because the level design is good, but enemy and decor overuse completely ruined it.