This hack demonstrates the importance of variety and substance in level design. How does it do it? By having none whatsoever. It feels like I played the same level three times, with different palettes and sets of enemies in each one. Enemies are used the same ways in every level, the decorations and tilesets are used exactly the same, and ground is so overlayered and convoluted to the point that gameplay is painfully slow. Coins are placed curiously underneath some ground, over a pit where they are inaccessible. It really pissed me off too when I found out the hard way that the purple ground was a decoration in the third level and not actually a platform since I fell to my death with no midway point to continue from.
Not recommended. This is a canvas painting more than a playable item.