Before I begin please don't take this as being rude. I'm only trying to help you out here so you can make a better hack. But it seems whenever you tell certain users about what they can improve on, they take it offensively and curse you out. Now I'm saying that's you at all, but I really don't want to hurt your feelings lol.
Anyways it feels like you didn't really read what MrDeePay, Everest, Myself, Domiok and Wakana had to say about your first demo
here. It seems like you removed some levels from that demo, but the core gameplay is still there and it hasn't really been improved on.
Now I know you're trying to create an NES style of hack, and that's fine, but please stick to their guidelines. There were parts in your IPS were I had no idea that certain mushrooms had different affects. Such as the ones that you could fall through by pushing down. Also why do Koopa Troopas turn into Bob-Ombs? No one is going to think that when they first play your hack. They're most likely going to try and stomp on it and then grab their shell, which obviously they can't do that. It just leads to unfair damage. Specifically death, because you encounter a Koopa early on in the first level, before any power-up is given to you. Also you seem to like hiding invisible walls and passageways to get through the level. Once again that gimmick is fine, but you need to give at least
a small inclination that there is a secret passageway hidden. Just like in NSMB, it featured walls that were
slightly indented so it would tell you something is there, without actually telling you via a message.
Now like I said earlier, I understand that you want to make an NES style of hack. Usually NES games were much more challenging than SNES games and beyond. However NES games had a special way of telling you how the level works. Usually by making you do a certain task in a safe area to familiarize yourself with the level, then as the level goes on it continues to be more and more challenging. However the NES had its limits, and it feels like you're going above and beyond the limits of a hard but fair NES game.
Level design choices NEED to be changed. For reference I have a few pictures to better understand what I mean.
NEVER make the BG the exact same as the FG. It disorientates the player into thinking that there are solid platforms ahead when there really isn't.
As mentioned earlier, if you want to duck under the Beezo you'll just drop through the mushroom. No player would know that unless they tried pushing down on the mushrooms themselves or accidentally ground-pounded onto the mushroom. Which once again, wasn't mentioned at all in the hack.
This is both a glitch and a level placement error. I managed to jump at a weird angle and go through the goal tape but trigger the level end animation. The result caused Mario to walk backwards and then teleport out of the level.
As mentioned earlier as well, no one is going to know about this passageway unless they jump at the wall.
There were a lot of exanimation glitches on the bushes and bad palette errors on a lot of the random blocks throughout the hack. During the first level if you jump on the goal tape at the top, Mario will be pushed up one tile and into the sand where he freaks out and the level ends. Mario seemed to have a lot of tilemap issues as shown here:
Mario still has a bit of his old running GFX there. To remove it, edit it out in GFX00. (Its either 00 or 01, but I'm pretty sure its 00)
Also like I said in the review for your previous demo, make sure you cant see blank areas in the level. Whether it be on the roof or on the sides. In your first level, if you go all the way to the right you'll be able to see the level cutoff. In the underground level you can see the blank area above the ceiling. Maybe you were trying to go for a NES style of approach? It doesn't look good on SNES standards since the camera follows Mario around, and you can view more of the blank area by jumping.
Look, I know you're very proud of this hack. Any hacker should be proud of their hack, but to make your hack appealing to other players certain things must be taken into account. Fixing just the errors I pointed out alone will make it better for players. Don't get me wrong, this hack if FAR FAR better than some of the other hacks I've played. You did a lot of things right by adding 8-bit music, and adding things that you would only see in the original Mario games. I really looking forward to what you have in store.