It's nice to see some work done on that hack. But I have to say it, once again: difficulty cannot be infinite. There are obvious cases of fake difficulty in your hack, like blind jumps where you end up in spikes if you don't know the game by heart or lose concentration for a fraction of second. Puzzles are okay, but when you end up in a dead-end where the only way out is to find the exact position, angle and velocity of you star, get on top and jump at a very precise moment, many players will quit after a few tries. And that, while making heavy use of save states...
You should also double check the "slipperiness" of all your tiles. Some of them have infinite slippery coeffcient that make the game annoyingly harder because the character cannot stay in place. There's also one place (level 1, with the electric black enemy that comes out of a door and the hard-to-reach tube) where your star can be stuck indefinitely because the tiles are too slippery and the star cannot slow down enough. I don't know if the editor has some provisions for that kind of parameters, but I think it's an important aspect of the game, especially if it causes a glitch that prevents progress...