Could we get back on track please?
I have played this hack, and I must say that while I understand the purpose of being inspired by the first two Kaizos, that doesn't mean you have to take their ideas. I saw that a lot in some of the levels, and you should try avoiding that. You did have some segments inspired by them, and it doesn't seem bad. Moving on, it seems nice, although I noticed certain breaks in some levels that I might note out.
First of all, there are, like, a lot of floating munchers in the hack (I don't mind that, I do if it's overused throughout it, however). You should be careful about having no ceiling above the level because if not I could find breaks like this one:
Put some cement blocks above the level to prevent that or use something else.
Besides, at the first cave level I could collect the coins in the directional coin part rather than having it go another way. I also noticed that a majority of the disco shell segments add no challenge and consists on a flat segment to bounce on it. Add some enemies there. Another problem in the hack is that some enemies are useless, such as the three Koopas in the red switch palace level. Think of something else to implement for them.
Please note that I'm not enforcing my standards here. Rather, I'm doing the possible to make your hack somewhat better. I do like how this was inspired by Kaizo 1 and 2, you could just make it a little better and be careful about breaks that could hinder the point of the levels. Good luck!