This hack does not use any ExGFX, since I wanted to focus on the level design, and in my eyes, the original SMW graphics make it look awesome. Well, what are you waiting for? Download and start playing. :D
It's a hack with many issues and a few flashes of brilliance. It has a lot of jankiness to it (slopes that snag your jump, the music doesn't work with bsnes, etc.), and the levels, while okay, get very repetitive after a while, reusing mechanics they already used which is saying a lot considering the hack only has 8 exits.
The last level however, I liked quite a bit. Like the other commenter said, it's not really "normal difficulty" but it has some interesting beginner kaizo stuff used creatively, which I really enjoyed.
Basically to complete the level (or at least that's how I did it, if that's not the solution I just made the level a whole lot better) you have to grab both the P-Switch and a shell simultaneously, throw them up, spin jump and grab them mid air, and then bounce on a bunch of breakable blocks until you get to the next platform, where you have to use the shell to kill a thwimp and later (after more breakable blocks) use the P-Switch to guide one of those block snake things using coins.
It's absolutely brilliant and I really wasn't expecting it from this hack, specially not after walking up walls over and over staring at green for the past few minutes. It didn't raise the score past 3 but it has some potential.
This is not a good hack: while it looks like a generic vanilla one with some custom music, it ended up being actually frustrating rather than enjoyable to play.
The design is very repetitive, with frustrating and annoying sections. The first two levels are the only "acceptable" ones from my point; the rest is pretty much filled with sections you can't wait them to end. Oh, moreover, the Grassland Castle's first part is Kaizo-ish: probably the worst level of the hack, and the author claimed it to be on a normal difficulty. As overall, an example of how design shouldn't be handled: difficulty shifting should be much smoother, while here you'te hit in the face after you pass the second level.
Aesthetic-wise, there isn't much to say: everything kept vanilla, the few custom palettes used are not this good and the tileset placements feel superficial.
Other misc errors in the game:
-Sprite Tile Limits error, happening in multiple levels
-Hack breaks on accurate emulators due to music