This hack's level design ideas and gimmicks weren't really bad, but I feel like the execution could be a lot more player-friendly and professional. I was constantly finding myself getting a bit frustrated with some "traps" (intentional or not) and some lack of empathy towards the player, like levels that focus on exploration but have short time to be completed. I feel like these "traps" I mentioned are worth listing:
- Playa Venenosa: there are silent bullets, which can easily ambush the player.
- Secreto de la Playa: if I kill the koopa and am small, I'll be stuck for not being able to break the bricks and get the silver P-switch to proceed. However, since you have to get this level's secret exit to get to this part, you can Start+Select your way out of this trap, but since it wasn't mentioned during the game, the player is supposedly not expected to do it.
- Cueva Misteriosa: floor tiles that rapidly pushes the player to harm's way with no visual indication to help. The player isn't supposed to guess where these are, although the message box did tell of their existence (which doesn't help much here).
- Aguas Malignas: brown rocky platforms don't look like they can hurt you at all. They can even hurt you on their flat tops, which doesn't make sense graphically speaking.
- Laberinto Embrujado: invisible blocks that don't let me pass while holding the spring board blocked my way to the next platform and led me to die.
- Laboratorio Secreto: I get stuck on any walls because the inverted controls gimmick of the level messes up (probably because you're using blocks to achieve it, when it's best to use a generator or levelasm code).
Most issues were small, but there was a fair amount of them, so it affected the gameplay quite a bit. There were also some minor design choice oddities and/or randomness that caught my attention, like: some instances of enemies that are harmless under normal circumstances, Secreto de la Playa having excessive multi-coin blocks, Castillo de Bowser having too many different types of enemies, starting the level in a hole with layer 3 tide and torpedos coming out of random places in the ceiling, in Brisas del Mar. The goal blocks also start playing the Course Clear SFX multiple times (which is incredibly annoying) because they run their code on every frame Mario is touching them. I also didn't understand the gimmick you were trying to make on Palacio Verde, if there was a gimmick to begin with.
Aesthetically the hack is ok to look at, but is plagued by graphical inconsistencies (both intra and inter-levels, sometimes between sublevels) and clashing, like SMB3 Mario and objects mixed with SMW Redrawn enemies and YI objects and enemies, and cartoony elements mixed with more realistic ones. Laberinto Embrujado had stacked munchers in one sublevel, which is usually frowned upon.
As for the music aspect: despite being outdated ports, the songs chosen aren't harmful to the ears and they fit well within their respective levels. I found Castle 2's music to be a tad too loud though and Laberinto Embrujado's music messes up the sound effects.
Small issue: the title screen doesn't feature Mario, but you can hear him jumping onto a ceiling, and there's also a white 8x8 tile that appears during the fade in effect.
Overall it could be a decent hack that had some cool exploration and atmosphere ideas, but they were sadly obscured by the flawed gimmicks and unfairness spikes. I wish the demo had a bit more story development as the little plot it has got me curious.