So soon after the last SMW review, you may wonder? Well, there's a good reason for that.
I don't normally cover vanilla hacks, but this one caught my eye- mostly because of the creator's OTHER hack, Mount Pentimento, that just came out. But that one's 113 exits, so I figured I'd cover this one first.
This hack has a delightful vibe going for it- whimsical vanilla levels, all with extremely interesting color palettes that bring to mind the words "bright", "pastel", and "bold".
But, since it's a vanilla hack, i'm setting a challenge for myself. Three sentences, no more, no less. (Took this idea from MtPain27's 3 Heures D'Agonie review, and it's a great way to flex my writing muscles. I'll probably do that again for other vanilla hacks.)
DESIGN:
A lot of romhacks have the problem of thinking long stages equals harder stages- not taking int o account that that's not necessarily fun to play. Thankfully, Spatial Whirl took this to heart- none of its levels are longer than 2 or 3 minutes.
Even with vanilla assets, there's SO many creative interpretations of the standard tropes- most of which wouldn't be out of place in the least in an official Nintendo product, and that speaks VOLUMES on how good it is.
The fact that I beat this entire hack without a single savestate should speak volumes on how good it is. There isn't a single miss in any of this hack's roster of stages- they're all REALLY good.
AESTHETICS:
As you can see, this hack is FULL of bold recolors of vanilla palettes. Honestly, for me that was half the fun of playing- to see what new whacky color scheme was up next.
YOSHI'S HOUSE
A generic starting hut, that hides an important secret.
Come back with a Blue Yoshi, and reveal an alternate path.
Very clever stuff, indeed.
NOVICE COURSE
A whimsical first level, full of flying blocks, the usual enemies, and a very bright color scheme.
The secrets are fun to find, and the underwater segment has some nice ambience- and a lot of extra lives.
Mind the note about a soaring friend, and get going on your adventure- with a lot of extra lives courtesy of a star.
CLASSIC COURSE
Not as classic as advertised, this is a watery, washed-out stage with mines floating your way.
Don't fall in the water if you can help it, and grab the p-switch for a fun secret.
For once, the item physics underwater are fun- machine-gun blast those blocks!
ATHLETIC COURSE
Platforms on rails abound, round and round, while koopas and buzzsaws stand in your way, making sick air dodges a necessity.
The comically tall midpoint made me cackle, very good setpiece.
Fall through the arrows for a secret area, in a bright white sky.
LEISURE COURSE
Straight out of SeaWorld, ride on swarms of dolphins to evade the Porcupuffers and Cheep Cheeps.
If you find the Cape Feathers, the level becomes effortless- but still very fun.
Also, Kirby Mass Attack music is a based choice.
NIMBLE COURSE
Count Platforms return, giving the course its name- lots of one-second ones around.
The occasional Banzai Bill will keep you on your toes, so stay light-footed!
Thankfully, there are cape feathers to let you glide gracefully.
INARTICULATE COURSE
Slopes and angles everywhere, and not a flat to be found.
Lakitus and Bob-ombs limit your space, so rush past them to keep your head- but don't hit the bubbles.
And don't steal the fishing Lakitu's 1-up- or he'll toss spinies down on you!
ENJOYMENT COURSE
Lots of giant radishes all around in this upward playground- exploring yields many rewards.
Just dont get clipped by a Fuzzy or buzzsaw, and keep ahead of the growing vines, lest they get stuck on yellow blocks.
And finally, a long fall through a symphony of note blocks for a joyful conclusion.
NEGATIVE COURSE
For once, a dark level, with neon bones and grim caves.
Precarious jumps over dark lava, while volcano flowers rain fire from above.
Sumo Bros light up the night, but their fire is fleeting and dodgeable.
ENIGMATIC COURSE
A puzzle level set in a white and dark mansion, this stage is a real brain-tickler.
Getting the gray switch is a real head-ache, the coin block is the tip of a snake block across time and space.
Really mean spike in difficulty through obtuseness, one I do not appreciate.
AMIABLE COURSE
Yet more platforms, Fuzzies, and buzzsaws galore, this time in fun and bizarre patterns.
Plenty of tight squeezes to maneuver through, inches away from death.
And yet, it's still joyful enough to fit the course's name.
THRILL COURSE
Oh no, not the giant balls!
And lots of bouncing off koopas, and dodging all manner of stuff.
Also, the lovely dark palette is easy on the eyes.
SINUOUS COURSE
It's full of alternate paths, that all lead to the same exit- what economy of space!
A winding spelunking odyssey, full of whacky sights that are worth a replay or two.
Learned a new word from this level, how neat.
WHIMSY COURSE
More morose than you'd expect from its name, a dark and moody forest with purple pastel palette.
Ghosts haunt the place, trying to drag Mario down with them, so don't slip on the ice.
The P-switches hidden behind Big Boos twice in a row are a bit mean, though.
SKIRMISH COURSE
An underwater adventure heated up by lava and incessant Torpedo Teds.
The fish are everywhere, but placid enough that they pose zero threat.
Surprisingly less battle-oriented than the name implied.
AGILITY COURSE
In the white sky, the screen scrolls uncontrollably, have fun!
Downward platforms and ninjis make for quite a hectic challenge, but it's never overwhelming.
The Volcano Plants can really trip you up, though.
DETERMINED COURSE
Most of it is spent on a skull raft, dodging around blarggs, bats, and who knows what else.
Oh, and slipping around spike tops in teeny tiny spaces- fun!
Definitely the hardest course so far- also, HOLY PINK, batman!
RISKY COURSE
Dolphins leap and fireballs roam in this bold negative castle.
The real pain are the spiked crushers- they'll really mess you up without careful timing.
You'll have to be the master baiter of thwomps to get through without hits- oh, and fast Reznor.
SKILL COURSE
Ride on ropes and dodge fuzzies above the gray lava!
Except when the buzzsaws force you off, and you have to catch up to the rope.
Be careful to not fall off- which is rather difficult.
SURMOUNT COURSE
To the tunes of Kirby Arena music, ascend the fenced tower around koopas and buzzsaws.
Then, an autoscroller with bonefish, thwimps, and various other nonsense...
Thank god the boss is just Ludwig.
ANCIENT COURSE
Look at this color palette, it's so amazingly green.
Dino Rhinos are stampeding, but in small quantities.
Short and simple snakeblocks round it out.
CURIOSITY COURSE
Chargin' Chucks flinging rocks everywhere, in a purple cavern.
Fuzzies guard the platforms, and limit your precious space.
High or low, the pace is the same- sedate, yet satisfying.
REPOSEFUL COURSE
Enemies trapped in blocky prisons, waiting for their freedom.
Reenter the same room, use the same p-switch, all to scrounge more rewards.
Finding the way forward is obtuse- look carefully!
SURREAL COURSE
In a shadowy forest, green bubbles float about mysteriously while holes move beneath your feet.
Let the calm ambience guide your way, especially in the dark green secrets.
That midpoint above the pit is a bit mean.
SERENE COURSE
A lovely pink water stage, more than fitting of its name.
Swim like a salmon, and dodge around your fishy foes.
The walls of yellow blocks hide brown ones, so be careful.
ADVENTUROUS COURSE
Cape Koopas are a blizzard here, buffeting you every which way.
Flying up above leads to many secrets- some of which you need.
Take flight, and have courage- the solution is simpler than you think.
GURU COURSE
Climbing high, while Bob-Ombs and Goombas parachute down from above!
Jump carefully, lest you get divebombed or fall off the lines of blocks.
The stone stairs are particularly devious.
HURDLING COURSE
Narrow platforms over pits, oh boy!
Chargin' chucks, ninjis, and bullet bills rule the land.
Lots of chain jumps required to clear this!
TRICKY COURSE
In a dark-hilled place, the screen scrolls relentlessly.
Mushrooms raise and lower with your weight, but you don't have time to wait!
Koopas bounce and Fuzzies crawl everywhere, so don't get caught.
DEVIOUS COURSE
The fortress of curtains, some of which have holes, hides many hazards.
Fireballs, thwomps, and skeletons galore- and ice to slide into them real easy.
Thankfully, all pits are marked clearly, so kill the Reznor and move on.
SHIFTING COURSE
The rocks rise and lower, serving as both platforms and crushers.
And the bat infestation complements the Blargg schools nicely.
Just don't dawdle in the last segment, or you're toast!
DEJA VU COURSE
This crimson mansion is cracking apart at the seams, with stairs leading into the great void.
But you'll wander forever if you keep moving forward- so search!
Having to fly up for the exit, though- that's cold.
COMBAT COURSE
My chargin' chuck revenge fantasy made manifest- free capes at the start, so go wild!
Don't go on autopilot completely, though- you can still fall victim to pits.
Other than that, this level is oodles of fun.
DANGER COURSE
Crushers in an autoscrolling cave- a recipe for disaster were it not for squeezing nooks.
Just don't neglect the spike tops and bats- or fall off the falling platforms!
The second half is scroller free, but the ceiling crushes you instead.
ANALOGOUS COURSE
A fairly traditional castle, with thwomps, fire, and spikes.
The twist is, the level is split in half from top to bottom- go one way, then the other.
The second half is much harder, especially with the spikes on both levels falling on you.
FRAGILE COURSE
The entire level is made of yellow blocks, and Magikoopa is ready to turn them all to dust!
And you can't spin-jump either, removing a key offensive tool.
The second half instead has blocks breaking above your head, under your feet- it's a hectic challenge.
INTRIGUE COURSE
The start of the third path begins with this, a chill underground haven for Mega Moles.
You can't kill them except from below, so dodge around the big boys.
There's also a Yellow Yoshi egg here, though I'm not sure why you need it.
DREAM COURSE
The wildest palette yet makes it debut here, with koopas swooping in from above!
Don't trust the blocks, because they burst into enemies.
Aside from the falling platforms, this one is very chill.
COURAGE COURSE
Not the Lakitus again, oh god, spinies everywhere!
If you keep the Fire Flower, you can blaze through this one.
Not much else to say about it, really.
CHAOS COURSE
Monty Moles burst out of the icy ground, and slide all over the place in this icy stage.
Pokeys lurk in certain spots, ready to serve as living barriers.
Oh, and the Moles burst out of the AIR later- so rush to the goal!
EXPANSIVE COURSE
This green forest is large and open, and hides many fun things.
So take a romp, climb up some vines, and maybe you'll find some dragon coins...
Just beware the Wigglers that menace the place!
DEXTERITY COURSE
Lava coats the floor here, and moving platforms dip in and out, whirling around and around.
The wooden spikes can really screw up your jumps, as can the thwomps, and falling spikes.
Keep your head about you, and make your jumps count!
REMODELED COURSE
Apparently this is an easier version of Kaizo Mario's first level- and the only one with a vanilla palette.
I don't really see it outside of the invisible block traps, but this is still a fine stage.
Lots of bullet bills to navigate around, chucks to curse at, and other various hazards.
JAGGED COURSE
The ground and moving platforms are all jagged slopes, ideal for slipping into your foes.
There's a lot of nooks and crannies around, but be careful...
The level's icy, so you may just fall to the lava and die.
SIMPLE COURSE
That name is false advertising, this level's a bit tricky.
Half the level has water all over the ground, and bubbles dropping tons of stuff on you.
Followed by underwater Urchin caves, infested with fish trying to nibble you.
LOOP COURSE
Rising and lowering water and lava is a dangerous combination- don't sink too far!
And the level goes back and forth from left to right, throwing new stuff all the way.
As for enemies, mines float by and fuzzies crawl all over the place.
BETRAYAL COURSE
In this stage, we have LOTS of falling gray platforms in a pink forest.
Lots of bats and bouncing footballs, often in very ill-timed positions.
Love the aesthetics of this stage, it's very fun- also, very little betrayal.
MYSTERIOUS COURSE
Tiny tunnels full of ghosts, leaving little room to dodge.
Then, a sequence of stairs, floating in the void.
The ghosts can really sneak up on you, so keep moving at all times.
ILLUSIVE COURSE
The trees in the foreground are at their most vicious here.
Rainbow shells and piranha plants hide in the forest, eager to ruin your day.
The blue koopas are great shots with their kicks, too- they'll score a goal right on your face.
HASTY COURSE
Only 110 seconds on the clock, go go go!
Volcano Plants and Chargin' Chucks slow you down, but you don't have time to deal with them.
Dodge around them, jump expertly, and you might set a new record!
DISCIPLINE COURSE
String beans galore, so proper timing is needed to bounce over the hazards.
Often, jumping low is the answer, especially in the bat room.
Is this the "discipline" in the title?
CHALLENGE COURSE
Buzzsaws crawl everywhere in this pastel castle, their lines carrying them all sorts of places.
The platforms intersect with them, and spikes fall from above, so stable footing isn't guaranteed.
Stay still too long in some spots, and you're dead!
WINDING COURSE
The snakeblock is your friend, and also your worst enemy.
It goes in bizarre patterns, from stairs to under spikes... it can be a lot to keep up with.
And the second half, with all its spike balls in tight quarters, is a delightful bear to navigate.
MASTER COURSE
The final world kicks off in earnest, with a frantic autoscroller.
Pokeys, Moles, Cape Koopas, Volcano Plants, all frantic obstacles.
And leaping across flying ? blocks and gray winged ones the whole way- it's a rush.
EXPERT COURSE
In this neon ghost house, the Fishing Boo hangs everywhere, drifting in your path.
But the rest is infested with ghosts, so there's nowhere safe.
Especially during the descent with a ton of fishermen, and the big boo fight at the end.
LEGEND COURSE
It's a barrage of bullet bills and a stampede of Rhinos!
All on awkward slopes, single tiles, and falling platforms.
And crosswise bullets kick in in the second half- the touhou music is aptly earned.
HERO COURSE
The big gimmick are platforms that swing you into lava, with momentum to boot.
You can't stay on them forever, but you have to time your jumps off, lest you hit the saws, fuzzies, etc.
And those powerup blocks are a royal pain to obtain.
INSANITY COURSE
What the actual fuck is this level.
100 seconds, and a searing reprisal of the flying cheep cheep bridge, and on ice physics!
Thankfully, the second half is just a chill underwater cooldown- though giving me a star at the very end is a mean twist.
MYTHIC COURSE
The pentultimate challenge is a switch block extravaganza, with all sorts of nasty line patterns to manipulate.
And that's not counting the enemies- koopas, chargin' chucks, banzai bills, it's throwing everything and the kitchen sink at you.
It's a brutal gauntlet- but plays perfectly fair.
CHAMPION COURSE
Ice physics, Koopa fences, Thwomps in narrow spaces...
Vines to climb, Thwimps to dodge, fireballs to burn off faces...
Running up ramps, spiked balls, podoboos all around...
And a spicy Big Boo at the end- to three sentences, I couldn't be bound, for this course- and game- are phenomenal.
FINAL THOUGHTS
When I started playing this, I didn't think I'd have enough to talk about to fill an entire review. I mean, it's JUST a vanilla hack, right?
Wrong. This feels like the Special World's particular brand of gimmickry expanded to a game-sized helping. The levels are perfectly potato-chip sized- fun enough to stick in your mind, but short enough that you want to go onto the next one as quick as you can. It's one of the most bingeable hacks I've EVER played, and I finished it in like, 3 afternoons. It's SO good.
Of note is that this hack has a sequel, Mount Pentimento- and I WILL cover that eventually.
HACK LINK:
https://www.smwcentral.net/?p=section&a=details&id=37876
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