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Super Mario World: Catastrophe at Dinosaur Land [Full Hack]

UPDATED BPS

A traditional, classical hack. Every world has four main levels (which do not include ghost houses, secrets, or other special levels), a 3-UP Moon lies in every world, and the fourth level of every world is a castle that leads to the next world. I tried to use the least amount of custom elements as possible to not retract it from the original game that much.

I am looking for testers in the meantime, as it is a very long hack.

Number of exits: 73
Number of levels: 60
Difficulty: Normal

Original Story: Twenty-seven years after the events of Super Mario World, Dinosaur Land has gone through some major changes and reconstruction began. The Yoshis have been living peacefully with the Mario brothers and company. However, the Princess has suddenly gone missing soon after construction was completed. Also, the leader of all the Yoshis mysteriously went missing. Can it be the evil works of that infamous Bowser again?

A few screenshots:



Thanks in advance!
My Inspiring Quotes on Personal Growth and Change:

"Resolved financial/personal problems equal greater growth!"

"The only constant thing in life is change; nothing is set in stone. The old is replaced with the new. Forgive yourself for past mistakes. When many different problems in your life are resolved (personal, financial, etc.), newfound strength and confidence is gained in the process. Usually, failures, lack of assertiveness, disappointments, incompetence, low self-esteem and lack of self-respect, financial struggles, and setbacks can cause us to change and take action to solve any problem, leading to increased strength and confidence. This you learn from experience.

I have been experiencing this aforementioned newfound strength and confidence myself for the past FOUR to EIGHT years or so, getting stronger with each passing year, learning with each mistake I make and becoming more joyful in the process. Because of this newfound confidence I've acquired over the years, finding my passion is of utmost importance in 2022! You can develop this strength and confidence in yourself as well!"


To whoever's reading this, you are amazing and you are capable of doing equally amazing things. Gather confidence and be yourself! Say goodbye to the old you and welcome the new you! It wants to arise every moment, but you don't let it. Learn from your mistakes and never make that mistake again! Find your passion and live it!"

Finding my passion in life, but I may still be active on SMWCentral from time to time. Still enjoy playing many hacks, but I'm widening my perspective on life and opening myself to the new.
Just finished it. I don't play such a lengthy hack since a while.

Global opinion
Overall, the hack is meh. I can divide it in 3 parts:
- First part, includes the first two worlds pretty much, where everything you say in the op is correct: the hack follows a traditional design, with a normal difficulty pretty much. The castles are an huge difficulty spike, but nothing too awful. In these worlds I enjoyed the hack, it kinda felt like SMW.
- Second part, starting from world 3 it feels like you ran out of ideas: your levels started feeling samey, and with big difficulty spikes here and there. There are tons of misc issues related to functionality, but I'll talk about them later. In this part, the hack started feeling heavy and unispired.
- Last part, starting from world 6, where you gradually start throwing impossible levels at the player. I hate the fact that some sections were 99% impossible to pass, unless you pressed the switch palaces. Said switches have the aim to "help" the player, not to make an impossible part accessible (or, atleast, that's what SMW does). While you're partially excused, since latter levels are supposed to be harder, you went way too much in the extreme imo. The difficulty curve shouldn't be this high for the overall curve you shaped in your hack.

Misc issues
I rarely got so many issues inside a hack. To make my life easier, I .zipped them in here. Download this and see below what I want to point out in each pic:
- Pic 0: Some of your bonus rooms in the switch palaces could be abused in the sense that the player could farm lives. Look that room fo example: I can freely go in and out, coins will keep being there. I highly suggest you to not use the Map16 coins, but the standard object coin instead.
- Pic 1: It feels weird to have water behind layer 1 yet being in that situation there. I suggest to force layer 3 above all other layers if possible.
- Pic 2: For an early castle, this is too much. As I pointed out already, all your castles represent an huge difficulty spike which doesn't really fit the overall difficulty curve of your hack. Tone the difficulty down for all of them.
- Pic 3: Wrong way of placing sprites in a vertical level. Those blocks there move in tandem. Means that I have to make a pixel perfect jump to get to the one on the left. Savestates generator part pretty much.
- Pic 4: One of the many blind jumps this hack has. I have no idea where to land here.
- Pic 5: Another unfair part, similar to what I said on Pic 2.
- Pic 6: This is reason of rejection, this part is impossible to cross. I believe you placed some sprite blocks there, but due to the big amount of sprites this level has, it fails to spawn 100% of times. Lower the amount of sprites here, please.
- Pic 7: Bad Mario starting position if he enters from midway point. Thank god you don't die immediately.
- Pic 8: Another pixel perfect jump, which took me some savestates to pass properly.
- Pic 9: You placed the Yoshi Coin near the green borders in Lunar Magic. Change this coin's placement so that it's not near said borders.
- Pic 10: This part is very annoying if you don't have a Yoshi nor a cape, since the only way to pass is to bounce over that banzai bill.
- Pic 11: Bottom row floor. I always suggest to avoid it.
- Pic 12: Another pixel perfect jump, maybe the most annoying one.
- Pic 13: This is too insane. No way a "normal" hack should have this as challenge, that is, to pass trough a 2-tile high corridor with munchers surrounding you.
- Pic 14 & 15: Your bonus game rooms have horizontal scrolling enabled.
- Pic 16: This is reason of rejection. This pipe here leads to an endless bonus game.
- Pic 17: Huge cutoff with the pipe. You didn't terminate the tile placing right.
- Pic 18 & 19: Sprite tile limit issue. I'm holding a P-Switch. Apply this patch to fix it.
- Pic 20: This pipe leads me to the second level of the hack. Luckily it doesn't break stuff, but I doubt this was intended.
- Pic 21: Watch your ceilings, I was able to walk on right from a hole and then fall here.
- Pic 22: Not really an issue, but know that in most cases, players won't like to backtrack a level to search for the key. This can be annoying in most cases, unless your level has a particular interesting gimmick.
- Pic 23: Ceiling cutoff. Minor, but I have to point it out.
- Pic 24: Bad camera placing. I'm standing on ground there. I never met this issue before in my experience, so I dunno what to say other than checking this sublevel.
- Pic 25: Blank message box.
- Pic 26: Mario comes out from a vertical pipe...way too up his placement. It's a bad exit placement.
- Pic 27: I can go trough the blue block here and fall inside the ground.
- Pic 28: Another blank message box.
- Pic 29: I thought one had to fly here, thank god it's not. It's not very intuitive, but this part is okay. I would make it so that the player can see where he has to land first.
- Pic 30: Cutoff. Plus, this level can be broken in so many ways. Watch out with closing parts where you don't want the player to access.
- Pic 31: This part is incredibly difficulty and it creates an awful slowdown. Latter issue is something which happens very frequently in your later levels.
- Pic 32: Blind jump which leads to death 80% of times. This is the starting position from midway point of this level.
- Pic 33: This is kaizo:light. You want the player to spinjump over magikoopa's magics in a claustrophobic corridor with spikes on ground and ceiling. Wipe the spikes, or maybe, make this part a water section.
- Pic 34: Small Mario can get stuck here. I can still die from the volcano lotus, but it's annoying.
- Pic 35: There's no way one can go trough that thwomp. Remove it.
- Pic 36: This part without switch palace blocks would be impossible.
- Pic 37: Another yoshi coin placed over green borders in LM.
- Pic 38: The last level of the bonus submap ends like this. You don't win properly because the screen warps you to overworld. If you set an event for this level, know that it'll never get triggered, because you quit the level before completing it.
- Pic 39: More kaizo:light sections.
- Pic 40: I'm holding a mechakoopa. More sprite tile limit issues.
- Pic 41: This is how the credits' "THANK YOU!" message appears. This happens because you edited the SP3/SP4 of this level. Restore them back to their original slots.

Other non-pic issues:
- Midway point in "2-Ghost house" doesn't work. You restart from the beginning of the level.
- "2-3" is an autoscroll level. If you die and restart from midway point, there won't be the autoscroll anymore.
- This is a reason of rejection. If you take the midway point in "3-3" and die, you'll restart from midway point... which will instantly kill you due to its bad placement.
- Starting from level "5-4" can be troublesome, since there's a sparky which can get you easily if you don't react very fast.

Last suggestions
- Always test your level after you finished it. Make sure to test it in all forms of Mario and in all cases of switch palace pressed or not.
- Since your hack suffers from a whole lot of slowdown, plus, since there aren't many ASM patches you applied, why don't you give SA-1 a go? It would be really easy in your case: all you have to do is to transfer your levels and overworld on a SA-1 rom. Note that this would fix both slowdown and sprite tile limits.

That's all. Hope this helped.
Thanks for the feedback, Wakana.

So I decided to port over the levels and overworld to a new ROM in order to patch SA-1, but after a while of porting things over, Lunar Magic states, "Couldn't open ROM for writing!"

-I am currently using Lunar Magic 4.3
-Both my ROM and Lunar Magic are in the "Documents" folder

Any idea what could have gone wrong?

EDIT: Never mind, I got it!

I will submit an update once I get these issues fixed.
My Inspiring Quotes on Personal Growth and Change:

"Resolved financial/personal problems equal greater growth!"

"The only constant thing in life is change; nothing is set in stone. The old is replaced with the new. Forgive yourself for past mistakes. When many different problems in your life are resolved (personal, financial, etc.), newfound strength and confidence is gained in the process. Usually, failures, lack of assertiveness, disappointments, incompetence, low self-esteem and lack of self-respect, financial struggles, and setbacks can cause us to change and take action to solve any problem, leading to increased strength and confidence. This you learn from experience.

I have been experiencing this aforementioned newfound strength and confidence myself for the past FOUR to EIGHT years or so, getting stronger with each passing year, learning with each mistake I make and becoming more joyful in the process. Because of this newfound confidence I've acquired over the years, finding my passion is of utmost importance in 2022! You can develop this strength and confidence in yourself as well!"


To whoever's reading this, you are amazing and you are capable of doing equally amazing things. Gather confidence and be yourself! Say goodbye to the old you and welcome the new you! It wants to arise every moment, but you don't let it. Learn from your mistakes and never make that mistake again! Find your passion and live it!"

Finding my passion in life, but I may still be active on SMWCentral from time to time. Still enjoy playing many hacks, but I'm widening my perspective on life and opening myself to the new.
BPS patch in first post has been updated!

Fixes:

-Fixed slowdown and sprite memory issues by applying SA-1 to my hack
-Removed pipes that had no exit set to them (which led to level 0)
-Modified areas where you can only pass with the switch palaces pressed
-Miscellaneous issues mentioned above
My Inspiring Quotes on Personal Growth and Change:

"Resolved financial/personal problems equal greater growth!"

"The only constant thing in life is change; nothing is set in stone. The old is replaced with the new. Forgive yourself for past mistakes. When many different problems in your life are resolved (personal, financial, etc.), newfound strength and confidence is gained in the process. Usually, failures, lack of assertiveness, disappointments, incompetence, low self-esteem and lack of self-respect, financial struggles, and setbacks can cause us to change and take action to solve any problem, leading to increased strength and confidence. This you learn from experience.

I have been experiencing this aforementioned newfound strength and confidence myself for the past FOUR to EIGHT years or so, getting stronger with each passing year, learning with each mistake I make and becoming more joyful in the process. Because of this newfound confidence I've acquired over the years, finding my passion is of utmost importance in 2022! You can develop this strength and confidence in yourself as well!"


To whoever's reading this, you are amazing and you are capable of doing equally amazing things. Gather confidence and be yourself! Say goodbye to the old you and welcome the new you! It wants to arise every moment, but you don't let it. Learn from your mistakes and never make that mistake again! Find your passion and live it!"

Finding my passion in life, but I may still be active on SMWCentral from time to time. Still enjoy playing many hacks, but I'm widening my perspective on life and opening myself to the new.
Since this is a beefy hack, i'll only go through the issues and not give a review of the level itself unless it is really really bad. I'll do this per world and likely it'll take a while to do so bear with me.

First off, the intro screen has cutoff when you walk to the right. It shouldn't be hard to put some corner tiles there.

World 1
1-1:
Not much to point out here, but it's rather lengthy for a first level so a longer time limit is reccomended because some people want to explore a bit. The design is promising though.
1-2:
-For a second level, that Spike Top is a bit unfairly placed. The Cheep Cheep is already quite an obstacle if you fall so that extra challenge is not neccesary.
-This section right here is odd since you can't really run over the blocks without falling down because you can't quite generate enough speed.
-Not much of an issue per say, but why is this keyhole floating in mid-air?
The Ceiling Piranha Plants aren't too great either, it feels unfitting.
1-A:
-Really nitpicky, but please put a dot or an exclamation point at the end of the message box.
-And the point of this area is...?
Fairly decent Switch Palace for the rest though, the gimmick is fun but when the latter room is kinda useless it defeats the purpose.
1-3:
-Well this looks familiar. This issue is negligable but I found it a tad bit funky.
-The ropes in this level feel like a kind of filler to make this level more interesting. The level is pretty short outside of them and there aren't even obstacles to try and negotiate either.
The other part of the level is fun so you could build on that instead.
1-4:
-I already love the word 'mustachioed' even when it doesn't exist.
-The difficulty is good in the first half, maybe even too easy, but that second half was pretty much impossible without savestates because of the crazy flame generator. It does not fit in an autoscroll level that's as cramped as this one.
-I get what you're trying to do with the midway point by placing it right before the boss, but with that kind of difficulty I would reccomend moving it to just before the door or when you have entered it.
-Mushrooms freak out during the battle with Roy.
Fix those things and you should be alright for this one.

So far, this hack is good fun and the design is SMW-tier at times, but the difficulty should really be toned down or the tag should be 'Hard' instead of 'Normal'. Next, we head on to this foresty thing. See ya then.
(Sorry if my english is bad, i try to do my best)

1-1: Classical. Typical of what can be expected from a traditional hack. There is not much to say about, it's ok and good to start.

1-2: It's a little short, I like the idea of ​​the level but I find that is badly exploited because is generally not usefull. Which is slightly unfortunate.
Also, I find the secret exit a little too easy just to enter a pipe then it's finished.

1-A: It's a decent switch. I don't like too much the idea of ​​putting the pipe to go to the switch in the middle because let's take the case of a person playing without save-states.
If the person in question come directly in the pipe this person will never be able to see the rest of the level. It's kind of a shame.

1-3: The beginning looks like YOSHI's ISLAND 4, try to change a bit. The level is too short and slightly repetitive. From my point of view, you should instead of putting the goalkeeper into a second athletic part so that the level is longer and more interesting to play.


1-4: That's correct. But I don't like the scrolling part at all. Because some statues crash flames and others don't and there is no way to differentiate them without counting the generator which is quite annoying.



2-1: There is not much to say this is a bit repetitive because there are few diversities in the sprites. But that's all.
Also you say in a box "Use the Cape feather to fly high into the sky" however when flying in the level (without going into another level) and well there is not even a small bonus thing or a pipe that can lead to something.
Also again, the secret exit is still bogus. I found it by chance when during the bonus with the cape feather.

2-2: It's decent. I must confess that I am not a fan of water levels.
But it changes a bit of the others. But although the level is not very long, it's a bit annoying you should put one of the blue blocks so that one can swim quickly in the water it would make the level a little more fun.

2-Ghost: This is basic but interesting. In the second part it's much shorter and simple which is a pity compared to the first part which was more interesting without necessarily being "annoying". Also I must admit that here I have not seen the hole that moves so i glitched in the blocks

2-A: Fairly empty level, I also find the level aesthetically incorrect compared to the world. We are supposed to be in a fairly dense forest but in the level we see all the sky and no trees. Also at the beginning there is nothing other than pipes, very little diversity on almost the whole level only the pokeys and the lotus are used add a few sprites, diversify the sprites and add a few coins it will make less empty.
For the secret exit is quite annoying. Jumps of 1 block per 1 block with a fish generator when you have no power-ups it's complicated to finish.

2-B: Same problems as above. On the first part, it's repetitive, flat in some places and again there are few diversities of sprites. This makes the level really too easy and easily played through.

2-3: Actually, scrolling was not the best idea. This level is annoying especially because the scrolling is too slow. Especially since there is the quite boring bill ball generator so when you die several times in the level it gets annoying fast.


2-4: Before talking about the level in itself I would like to talk about the beginning.
Look at this.
If we're kind of wanting to go a little fast. We don't pay attention to the sprite block that moves. Make sure the lava or the block sprite is visible at the player's spawn.
For the level in itself it is rather correct with a nice difficulty.


I'll continue tomorrow if I have time.
Layout by Koopster
World 2
2-1:
-The Mega Mole right here punts off that little slope and proceeds to walk off a cliff. It's really minor but I think it's unintended.
-I would reccomend switching the secret exit and return-to-main-area pipe around since the latter feels more like a secret.
This level is my favorite so far since it really oozes SMW all around. You're pretty much all set on this one.
2-2:
-Just remember that fire balls clip through upside-down slops like this. This happens quite a lot in this level.
-I don't really see the point in this coin block. Care to explain?
-This level is a bit too lengthy for an early water level, I feel it drags on for too long.
2-Ghost House:
The main problem here is in just one single part of the level and that is at the very end.
-You're stuck when the P-Switch runs out or didn't know what to do because the moving hole dissapears. This could be costly for when your hack goes through moderation.
-Died because the hole decided to and because it doesn't like the left wall.
Shame, the rest is pretty snazzy. The puzzles grind your gears but not in a really bad way.
2-3:
WAIT. I can skip levels straight away by exiting out? That is actually quite helpful. But I don't think it should belong in the hack even when it is.
Anyway, level wise:
There just isn't a lot to say about this one. It feels SMW-like which is a good thing, but the difficulty is slighty over the top because of the diagonal Bullet Bills. Other than that, good job, but be wary that you don't get lazy.
2-A:
-Huh. Couldn't see that coming so please clear that up a little more even with the thicker line at the top.
-The way you reach the secret exit is pure evil. Like seriously, precision platforming varied with a few larger cloud platforms here and there AND a Cheep Cheep generator? In world 2? Vary it up and/or reduce the sheer difficulty please.
-Patience is the name of the game here. Volcano Lotusses, Pokeys, oh my! I don't think that's a really good design choice though. Change it up a little to make sure you don't have to wait too much, especially in the second half.
2-B:
-Cutoff tree trunk right there.
I don't know about this level. Is it really neccesary to have this one? It only adds a bit of gameplay and makes the map look more complete. It's fun, but not needed.
2-4:
-Both at the start and the end, there's a multiple coin block that is just a bit too difficult to get to for the low-ish reward you get compared to the 1-Up and power-ups.
-The second part is soooooo loooong. It gets old after a short while since all you do is avoid Thwomps and ride on blocks above lava. I would suggest getting the Multiple Midway Point Patch and place one in the middle and just before Ludwig maybe. It'd be more enjoyable that way.

So overall, this world starts off very nice, but ends up getting a bit too difficult too quickly. For a Normal hack, it would be logical to see these difficulties in the latter worlds, like 7 or 8. Still, the design is decent although you drag on things a bit too long sometimes.
(First, sorry for bad English)

Okay... let's see...

World 1

1-1: Classic vanilla level. It's a good level with a nice palette, but the time could be longer for people who like to explore (me).

1-2: I like the idea of the level. The secret exit is too easy to find, I know is the second level, but it's just entering a pipe.

1-A: Nothing special to say, just a classic switch level with a lot of coins. But it's a good level.

1-3: The beginning looks like "Yoshi island 4". The level is short and not fun to play.

1-4: This level is cool, but the scrolling part was too hard for me. It was impossible without savestates.

In conclusion, the hack is good, with a nice level design. The difficulty should be "Normal" to "Hard" though.

I'll continue tomorrow with World 2.
World 2

2-1: This level is cool, it has a good palette. Here's a Semi Blind jump. I really liked this level though.

2-Ghost house: The level was a bit hard, but need fixes like the moving hole.

2-2: I really don't like water levels and is a bit longer for a water level. You can go here and the fireballs clip through upside-down slops

2-3: I don't like auto-scroll level, but this one, I really like it, the only thing to say the difficulty increases when the diagonal Bullet bill appears.

2-A: You actually can die by the pipes if you are "Super Mario". The cloud sublevel was pretty hard. Blind Jump.. This level was a bit harder than the others.

2-B: This level looks like a real forest level. A Wiggler bug. But this level isn't really necessary.

2-4: I liked this level, but the second part was very very long, It's just evading Thwomps.

So the world is pretty cool but is too hard for a normal hack. level design still cool though.
Let's continue. (again, sorry if my english is bad.)

3-1: This level is rather basic but it's not very interesting, as I already said before that the player cannot move with blue blocks or other objects in the same genre in levels of water. (for more speed)
The level is long and boring. It's also quite repetitive I felt like going through the same passages again.

3-2: There is not much to say here, it's a little different from the other levels but it remains in the basic (the theme of the hack).
However I have to admit that it's not very interesting (again), because some many passages that are unlockable are useless (just for coins or yoshi coins). Imagine if for the secret exit you should take the 5 pieces Yoshi, it would have been a little more interesting, stay all the time in the basic it's not a very good idea because the ideas repeat quickly.

3-A: It's a switch palace. There is not much to say about it, basic and very short.
A Classic switch that can be expected from a basic hack.


3-Ghost: This ghost house is rather annoying because in order to finish the level you must have a feather and if the player don't have it.
He had to do this everytime.
Code
In the first part, take the power-up, finish it and go to the second, get the switch at the end of this part back to the start and activate the switch a door will appear, 
take it you will be return at the first part and now take the power-up again. If you don't have a feather you need to redo this.
The problem is that in view of the placements of the sprites it's very complicated to not lost the power-up especially in the second because it's narrower.
So imagine, a player always losing his power-up or dying several times in the level. I can tell you that it gives much less desire to play.

3-3: The level is not interesting and not very fun, the principle of the level is to go up and walk in the level to find bonuses or potential power-ups. For the normal output it'ss already quite annoying because the level is quite long but for the secret exit but it's even longer because it's necessary to look in each places of the level and there are quite a lot of places possible.
Finally it's aesthetically very bland, already there is no background and no decoration just adding some little decorations it would already make it a little better, because the level really does not envy.

3-4: The first part of the level lacks diversity, make this part annoying and repetitive, you have a fairly wide selection of sprite for a castle you can put something else.
I like the idea of ​​the second part, and with a small peak of difficulty that gives a little more challenge, that's quite nice.

Misc Issues:
3-1:
- Yoshi Coin problem.

3-2:
- Banzai bill badly placed. (Here the Yoshi is obligatory if you want to continue. But if he fall there is water so you die because yoshi die)

3-A:

- A player can get stuck if he small here.

3-Ghost:
- It's hard to avoid that.

3-4:
- Ball 'n Chain incorrectly positioned.


The hack is not bad but the "basic" makes the ideas less and less creative and therefore make it all not very fun. In the world 1 and 2 it can still pass but we are in the world 3 and the ideas begin to repent, even if I have don't have seen the world 4,But I suppose it will be in the same thing.
Layout by Koopster
The intro is good. The plot isn't exactly original, but that's okay.
World 1 map is awesome, good job!
1-0: Unedited, message is good.
1-1: Interesting level with nice palette!
1-2: This level was fun to play. Secret exit was pretty well-hidden.
1-A was good.
1-3: It's the typical bridge level. It has a good palette. The goal area made me think that it will be hard, but it wasn't. :D
1-4. Good castle level! I like the coins hinting at the podoboos. Interesting messages.
World 2 map isn't that interesting, but the message after the world 1 castle did mention that it was a labyrinth.
2-1: Very good level! Using classic mechanics like riding Mega Moles over munchers is okay if you ask me. I didn't find the secret exit...

Okay, I'm back.
2-Ghost: Well that was good but hard. Maybe you should increase the time limit a bit.
2-3: Very nice level, good message hinting at the moon.
2-4: A good level overall, but there are potential blind jumps here and here.
3-1: Interesting even though it is a water level. Good. I liked the shell race at the end!
There is cutoff above the ceiling, and the player can see that.
3-2 was good. I didn't find the secret exit (yet).

3-3: Another water level already? There are several issues here. Is there supposed to be no background in the first area? After I entered a Yoshi coin area and came back to the area with no BG, I couldn't swim anymore, and it is impossible (or at least very hard) to continue with the level without water. Urchins get stuck here and here. I didn't find the secret exit.
3-4: This ball 'n' chain is a bit off. Not an issue, but is the cold water actually a muncher?
4-1: This happens sometimes and the player falls through the platform. A good level otherwise.
4-2: Good, but try not to place secret exits at the end of levels.
4-1: It's nice enough to change atmosphere, for the level it is pretty decent.
In addition, some gray platforms are really not very good placed, sometimes you can pass through a wall or it is sometimes quite complex to pass according to certain timings.
Apart from that, the level remains fairly correct.

4-2: This level is meh, it's not very diversified and we tend to get bored but nevertheless the second part is quite interesting because it offers more challenge through scrolling.
However it's not very diversified in sprites, one finds more at least the same ones that is to say Pokeys and Chunks it makes the level a little repetitive.
The secret exit is quite disappointing too. You could expect a better level in this style.
Here is really not complicated at all. When you find the P-Switch in barely 5 to 10 seconds it's finish. The only difficulty is that it's necessary to be careful with the scrolling but it's not enough from my point of view.

4-A: Eh, what ..? This level is completely illogical compared to the world where the player is. We're supposed to be in a cave, here it's just the opposite (a plains). Finally, the level is fairly decent is much shorter and simpler than the others.
This level is really not suitable for this world there. Move it or change some things in it.

4-Fort: Seriously, this level is boring. For 2 reasons.
First, it's quite narrow. So many jumps are complicated and usually when they are missed they cause death.
Then, like a few levels it's not diversified. I found it a bit repetitive, almost the sames things in both parts (the one before and after the checkpoint)
So I think this level could benefit if you make it less cramped. It's not really a problem on the second section but it's really an issue on the first one.

4-B: Interesting, although I'm usually not very fan of balloon levels but liked this level. The first part is quite simple just dodge the koopas and follow the coins that leeds you to the balloons blocks.
The second part is the same thing but horizontally there is only something annoys me in this second part, in some places when you have a block that contains a balloon somes koopas gets in the way, except that in view of their pitches they are not killable and so the P-Balloon is not easily to get generally you will die before reaching it. Another small thing, if Mario is big in the second part it's a heavy disadvantage cause some places are quite narrow especially on the end.
Aside from that the level is ok.

4-3: Again a level that is not appropriate for the world (Forest in a cave). Aside from that the level doesn't give want to play.
The maze is pretty boring. This is usually item babysitting or looking for the right pipe and also the haunted forest atmosphere and some narrow places gives a claustrophobic side.
Change this level. I think it should not be here.


4-4:
It's ok, it's kind of a Iggy Castle in longer and harder.
But this level is a missed opportunity, it could have been something more developped with the nets and gray blocks, but it ended up being stale.
Aside from that, there is not much else to say.


Misc Issues:

4-1: Weird.

4-3: Generally a player doesn't expect this.

(if they are really some bigs grammar error you can correct me)
Layout by Koopster
4-3: Now this level is too hard for a Normal hack. I couldn't complete it...
4-4: The first message box is on the wrong place because you have to climb before reaching it. I know you would expect the player to know the controls, but if you place a tutorial message, make sure it's correctly placed. Also, semi-blind jump.
5-Bridge was good.
5-1: I remember this level. It was good.
5-Ghost: I'm terrible at maze levels. I did find this, though.
5-A was good.
5-2 was good, the secret exit was good too.
Just discovered that the bonus game changes color. Neat!
5-3 was good.
5-4 was good.
I will change my review style, so I can make my conclusion of this hack.

First, why I not continue the level-by-level style?
Simply because the levels are generally quite similar whether in aesthetics, atmosphere or level design.
So it's usually the same problems and feelings that come back.

Then, this hack is really not diversified at all, we always find the same types of levels (plains, ghost house), on rare occasions we find other levels of water or cave. But it's not enough.
Only the levels of the Star Road are exception to this.

Consequently, from the world 3 to the end of the world 5. We begin to be bored by a repetition of levels and similar atmospheres.

And then come the world 6. Then from there, a big spike of difficulty appears, the levels become horribly frustrating, annoying or uninteresting.
The world 7 is also quite strange especially the overworld, at first glance it doesn't look's like a snow world. For the levels it's pretty decent for the most part.
In the World 8, some levels become impossible without the activation of the switches and many levels have a cruelly lack of diversity of sprites for example level 8-2.
Then follows the final castle which is pretty decent, and which I found rather frustrating in places because each room contains a sprite or a type of sprite.

In conclusion, I think this hack could have been better if already the difficulty was better gauged. Because at first the hack is very easy and suddenly a big spike of difficulty, a progressive difficulty would have been preferable. Finally, the lack of diversity of levels makes the player to stop playing this hack because it's really not interesting and fun.
Tbh, I think the theme of "Classic/Traditional hack vanilla" have ruined your ideas.

That's all, I hope I have been useful.

(again, correct me if they are many grammar errors.)
Layout by Koopster
6-1: This level's first part was boring, it was just dodging parakoopas. Add some interesting obstacles. Also, this part is a bit too tight.
6-2: Cutoff... Remove the black outlines of the corner cloud tiles.
6-Ghost: I didn't complete this one. Your ghost houses are too hard.
6-3 was good.
6-4: Umm... You really need to fix this. A good one otherwise. The end message has an error though. "Mario pummels Mario and destroys castle #6."
7-1: Ah, yes. Muncher water again. It's okay though.
7-2 was good.
7-Fort: Slippery level + autoscrolling + fire spewer statues everywhere = too hard for a Normal hack. You can either ditch some of the statues, ditch the ice physics, or ditch the autoscroll.
7-Ghost: Very nice! I actually completed this one!
7-3: Some tricky platforming here, but that's expected for world 7.

7-4 was okay.
If you were going with numbers for the rest of the game, why use "Eight-1" now? (EDIT: Oh, I get it now. You could still make graphics for the number 8.)
Eight-1: Yeah, this is a wasteland... The near Kaizo kind of wasteland! A flame is in the floor. The difficulty really does not fit for a Normal hack.
Eight-2: Well this is not a wasteland and doesn't really fit in the world, but at least it's not all kinds of not fun.
Eight-C.: I think the level name abbreviation is for "Castle"? Uhh... Really?
Eight-3: I got pretty far in this level but then I gave up.
Eight-4: Room 2 is super hard, and room 8 is pretty hard too. It's a pretty cool Bowser castle otherwise.
That's all for now. If I get around to playing the Star World levels, I'll edit this post or write a new post. I hope I helped!