A continuation of Juga's New Super Mario Bros. remake, with working levels and ExGFX. I'm not really planning on finishing this, so anyone who wants to can continue working on it or just use the graphics in their own hack.
A outdated, poor, and unpolished hack. It's supposed to be a remake of NSMB, but it has a lot of missing assets. That's understandable, since this demo was first released back in 2007, when there wasn't much of custom resources avaiable publicly. It was too ambitious for it's year. Some assets from NSMB that aren't ported are common nowdays, like walljumping, ground pound, star coins and others. This hack was just ahead of it's time, resulting in a mess.
Graphically, it looks good, but there are some issues. For example background seen in the first level, where hill part with bush looks miscolored against rest of said hill, and other cutoff areas. Goombas have only 2 frames of animation, which looks choppy. There are other instances of cutoff, especially in level world 1-5. Lift platforms (or whatever the hell they're called) placeholders look silly, and there are some cutoff bounce mushrooms. Other silly mistakes include brick blocks that turn yellow underground if they contains multiple coins. Underground section of world 1-1 and world 1-A look bland, because they lack background.
The level design is very basic. As I said, some things from NSMB weren't ported, which would enchance expirience and make levels better. For example tilting/rotating platforms in world 1-2 are stationary, though i doubt they'd be possible without enhancement chip, like Super-FX or without shrinking them down a bit. Even encounter with Bowser JR. in world 1 tower is underwhelming, because it's a simple chuck sprite. That's not to say there are no custom elements. Traditional brick blocks are here, as well as custom sprites, like goomba generator, poison mushroom and bowser sprite, but latter two are used only once in this demo. Those all are common things nowdays, and I wouldn't call them impressive by any stretch, but it's nice to see those things in such old hack.
Now, unpolished term comes not only from mixed gameplay and presentation. There are other things that add to the feel of being unpolished. Title screen isn't edited, ther overworld is lackluster, with mixed tiles that stand out from the rest of it (bushes) (it also blinks when events reveal). And yes, test level that is left out. I won't go into detail, as I honeslty didn't play it much. There are other issues. world 1-A has some random "sprite" solid blocks that are used by spinning coins, but they're silly, because same level contains P-switches that can be picked up and placed on thos blocks, which'll make them look like they're in the air, which is odd. In world 1-2 there's invisible star block that is completely solid. Which, again, is odd.
Overall, I wouldn't recommend playing this hack. It's far from being polished and enjoyable expirience... unless you're looking for those graphics, because description says you can use them, though they're a mixbag in my opinion. It may have been impressive back then, but nowdays, it's certainly not.
This is a downport of NSMB to SNES using the SMW engine. As such, old-fashioned Super Mario Bros.-style levels can be expected. I haven't played NSMB to compare, but what's in this hack is very enjoyable gameplay. It has a balance of traditional gameplay and gimmicks: the final grassland level will have some bouncy mushroom action, and the tower and the castle both are heavy on the layer 2 scrolling. All the levels are straightforward, so if you ever get sick of hiking around for items and dead ends with less-than-satisfying rewards, this hack might be for you.
The ExGFX in this hack are lively - a bright, colorful, polished mix of Icegoom's custom-drawn graphics and New Super Mario Bros. rips.
That said, it's far from polished. The title screen not being edited is the least of my concern here - there's a test level left open with glitchy sprites and a "boss room" that there is no escape from which will kill you. The later levels have cutoff, from little sections of the bouncy mushroom level to huge portions of the last castle in the demo looking like nothing's connecting right. The hill background is not assembled properly either, with fragments of yellow hills behind all the bushes. The overworld hills have a bad background palette too. The bush fill color isn't right and it makes the bushes look like they have blocky discoloration - Map16-editing the bush would fix this.