The sequel to Panic in the Mushroom Kingdom 1. It has custom graphics, blocks, sprites and much more! This archive contains a "worksafe" patch which can be applied to the hack *AFTER* patching the real hack to a SMW ROM which will remove the NSFW content.
After Luigi saved Mario, Mario went on a vacation to the Bahamas. Wowser, Bowser's stupid brother, kidnapped Toad. Now, it's Mario's turn to go on a rescue mission.
fixme: SMAS SMB1+SMB3 music patch causes hack to break on accurate emulators
The sequel to PitMK introduces slews of new custom sprites and blocks. The level length is longer on average, there are MORE levels, and other than the custom music problem, there aren't any gamebreaking bugs I could find once this is eventually ironed out. The spelling and grammar is much better. The obscure Hentai Palace has a way better presentation and even more eye candy with no "level design noise" around it. However, while this is still a reasonably enjoyable hack, I found this to be an inferior experience almost completely across the board.
One of the biggest problems with PitMK2 is the difficulty scale: it's all over the place. The hardest level IMO came towards the middle of the hack, and the final world's difficulty is comparable to the first two worlds. There's one particularly retarded level design choice in the Piranha World too where you have to jump down a hole, without knowing which one is safe, to find a pipe below your initial line of sight to progress to the second half of the level.
In comparison to the previous hack too, the boss levels and final world seemed far less menacing: atmosphere took a serious hit in the castles and while an apocalyptic theme was present in the final world and the colors brought it out well, the challenge was so lacking it was almost a joke in comparison to the first one's graveyard world. The lack of gore and death might come as a relief to some, on the other hand.
One more thing that irked me was creative implementation was negatively correlated with how far you got along in the hack. It should be the opposite. The hack eventually became jump-over-everything, even with the custom sprites added, when it started off promising variety. The potential of all the resources used in here is largely untapped, which is a shame because this hack had all the makings to crush its prequel in that regard.
Graphical choices and palettes are still sharp. polished, tasteful, and often consistent within themselves, although some sprites don't fit and tilesets from one world look nothing like they belong in the same hack when put next to those from another world. In some cases, a tileset is done to death within a world. The Piranha world is a prime example of overuse of the same FG and BG combination.
I found the overworld graphic choices to be incredible and this is still one of the best-looking SMW overworlds out there. It's very simple in progression though: if you're a fan of secret exits creating a non-linear experience, you probably won't like being forced to play everything in order here.
Musically speaking, the SMAS soundtrack is timeless and the inclusion of SMB1 material adds to the sonic variety over the original PitMK 1... but the SMB1 castle song's short duration does not cut it for longer levels like this. That song does become repetitive fast, but everything else works well where it is.