It violates a substantial amount of basic level design rules. Some of the most fatal issues are blind jumps, backtracking-with-a-P-switch sections, invisible blocks that tend to kill you rather than help you, and the lack of a difficulty curve. Not to mention the agonizing overuse of jumping parakoopas and shell kickers (preferably in tight spaces or from above the screen). And no, these are not just bad design spikes, these are all present throughout the game. In /every/ /single/ /level/. Almost as if the creator went out of his way to decrease level quality. This culminates in one postgame level where there's a message box at the start blatantly stating that there's invisible line guides and that you can't predict anything in this level. This lead me to the conclusion that the creator knew full well what he was doing and just wanted to see players suffer. This is further evidenced by one sublevel where the whole screen rapidly flashes between bright colors. Also, I looked up some playthoughs and apparently no one's ever 100%ed this hack without savestates so ???
On the subject of 100%, as far as I'm concerned, that's impossible to do without looking at it in Lunar Magic at least once. There's a secret exit in Bowser's Castle at /the very end/, and there's no indication of it whatsoever.
It's also worth mentioning that about five levels are skippable due to the possibility to clip into the wall thanks to slopes placed on ledges.
The presentation is underwhelming. The visuals are either SMW graphics rearranged in awkward, cutoff-inducing ways or crude hand-drawn graphics. The heaping helping of bad palettes doesn't exactly help, either.
There's also a "story", but it's appropriately boring and unengaging.
To summarize, this hack is a perfect showcase of how low design standards were before ~2012. That is not to say no effort went into this - it just doesn't amount to a fun or interesting experience. There were a few clever parts here and there that made me wish this hack was better than it is, but alas.