A hack by RamzaNeko. SMW has been given a complete graphical overhaul, and many of the levels present quite a challenge, but it's not too hard for inexperienced players to adapt to. It features SMB2 music and some custom sprites as well.
I loved this hack since I played it in 2007 and it still holds up in fun. I do admit I thought this hack was hard back then but it seems to be relatively "normal" for what it's worth.
This hack has a custom character, RamzaNeko, whose jump physics are a little different, as when you run full speed, all that inertia doesn't transfer over like it does with Mario. If the name didn't clue you in, RamzaNeko is a catboy version of the Final Fantasy Tactics protagonist. He does not possess any non-Mario powers, though: the scroll gives you fireballs. It's also your only extra hit point. RamzaNeko's hitbox is true to his size: always small.
Levels are short and full of action, while some have gimmicks like elevators and the angry sun. Nothing ever overstays its welcome. No two levels feel or look alike. The first level of the desert world seems kind of underwhelming for a second-to-last level in the demo right after that castle since it's much easier, but a lapse in difficult at the start of a world makes sense as a breather and transition. While levels are often full of coins and hidden 1-ups, being at the higher end of "normal challenge" at this stage of the game also makes sense. The DemoEnd level feels like a "credits level" if I could ever imagine one since the crow carries Ramza across a mountain sky, but this one's full of traps.
Overworld map design is cool. It uses an RPG-style overworld, meaning you can roam freely rather than on a fixed path. However, nothing yet in this demo really exploits the uses of such a system.
Palettes are mostly nice and I like the ExGFX choices. In some levels, the background is more defined than the usually soft, receding other backgrounds, and some levels have a 2.5D FG while most other levels have solid outlines and a two-dimensional look, so it's not graphically 100% consistent. The only bad palette I noticed in the game is the second map's rock which I think was supposed to be replaced with a volcano but was overlooked.
Other ASM hacks give some enemies more health, such as the Rex, and there is a new Dry Bones boss which has not been seen in any other hacks as far as I know.
The naming could've been better since some names are still the names from SMW and the casing isn't consistent. There's also a fatal flaw in the elevator level where you can use the springboard hidden at the bottom of the level (which was intended to get the final Dragon Coin) to go over the top of the level and end up stuck inside the ceiling since the top isn't sealed or walkable and there's no real secret up there anyways. Also, I don't find it such a good idea that the bottom row is used a few times in that level when you can't see it. At least enemies highlight the walkable area of the first instance but the problem is easily avoided. It could also have used a "fade fix" patch but I'm not sure one existed at the time of this demo's release.
[[Note: A complete SRM of this game will only have six exits since there are no more save prompts following "Star Road" and the "Star Road" save prompt can not be reinvoked.]]