Mario explores a temple, searching for an ancient treasure. As he explores the temple, he ends up finding out about Bowser's hidden doomships. The story is short and sweet at the moment, but I plan on expanding it later on when there is more to my hack then just a couple of levels.
A few things to note are that the submap might be overhauled for something much better. I plan on having a secret exit for Sparkling Cavern, but it's not there for the demo. The bounce blocks in the castle do have a known glitch where they sometimes don't move with Mario. If you bounce on the same block long enough, however, the screen will move up to Mario.
Mario and the Passage of Perils kicks off with a hell of a trial in a long level with shattering blocks that hide wooden stakes and some room exits that feel more like traps you fall into. It does a good job of capturing that ancient temple feeling.
Right off the bat, this is not an easy hack. The autoscrolling cavern is fun, and the field level is fair, although be very wary in the beginning: don't back up because the fireball will get you and don't move forward too quickly because of the Piranha Plant and the Koopas right in your way. This hack also has a bit of a Hammer Brother fetish, and places them in the spots where they're most guaranteed to hit you.
Graphics used throughout the hack don't really belong in the same context: Yoshi's Island outlines are much too thick compared to the SMW, Sonic, and custom-drawn sets you see. I feel like the arrows, which replace the bullets in the temple, need an outline too. The star block is used as a graphical workaround for the music note block due to a graphical glitch that occurs when using it with castle sprites, which is perfectly fine, if not a little strange to behold (but then again, a lot of interactive blocks have an awkward stiffness to them.)
What really ruins this hack for me is the Fortress of Fear - there are too many places you take very cheap hits. Because the camera doesn't scroll with Mario, there are times you can't tell where you're supposed to go from the bounce blocks, and often times you'll run right into a Thwomp. In the room before the boss, a Thwomp instantly comes smashing down above you and the corridor is so cluttered that you're almost guaranteed to take a hit without savestate crawling. Furthermore, you'll find areas that are also crammed full of munchers and you have to carefully wedge yourself between them. I feel like until then, the difficulty is fair and stable - this is just an excessive slope for world 1.