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Hack Removal Log

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Name: Mario's Excellent Adventure v.1
Author: SlayerXD44
Description: The first demo on my first SMW hack.



Nothing excellent about this one! Ho ho, I kill me.


Your title screen is, well, a bit of a wreck, let's be honest.


Intro levels that cut off just before you die stopped being amusing around the time Kaizo Mario 2 came out.


Got a bit of cutoff going on there on the left.


Blatant graphical cut-off and glitching, per-pixel jumping... whaddablast!

Shortly after this, I reached a question block I was unable to hit, due to having used a the only shell in the level to kill a Amazing Flying Hammer Brother. You should probably include a way to go back to the start of the puzzle in cases like this.

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My Hacks:

Removed
Hack Name: Super Mario World: Mario's Cool Mission Demo - 20.4 KB - 12 downloads.
Length: 8 levels
Author: LuigiDude01 - Submitted by: LuigiDude01
Description: This is my first hack. And this hack is cool and great.

Reasons
This hack is being rejected because it is a barely edited version of Super Mario World:





In the places where it has been edited, it is now extremely boring:


This blatant Level 102 edit had only one enemy in the entire level.

My advice would be this - take some more time to play around with Lunar Magic. Check out other people's hacks and the original games to get inspiration for your own home-made levels. Press CTRL+DEL in LM to erase the original level completely. Vary things more - add enemies, vary enemies, add bushes, add different levels of ground, add blocks, add coins, etc. It's not that your levels are bad - right now, though, they are just bland versions of the original SMW levels. You're off to a good start, but this is not ready to be featured here. Good luck, and keep up the good work!

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: Mario's Fable Demo 1 Demo - 265.2 KB - 31 downloads.
Length: 6 levels
Author: HOLYANGEL - Submitted by: HOLYANGEL
Description:

Reasons
This hack is honestly pretty good - there are just a few things that really should be fixed before we host the demo.


This is Level 104 - keep in mind that editing this level can glitch your game's ending. Sidenote: Toad looks amazingly buff and smexy here.


If you use the Classic Piranha Plants, make sure you apply both fix patches - leaving them with red stems can cause a VRAM error.


Punches are funny little devils, aren't they? The only problem here is that if this guy doesn't punch you just right, you can't progress further in the level (because you will be dead). I would suggest adding a bottom area here where you have to backtrack until he punches you correctly to the high ledge on the other side.


Applying the Fade Fix Patch never hurts. Also - nasty status bar.


It's not really that cool to make Piranha Plants go behind bushes. Also, are the NES graphics here intentional? They kind of clash with the rest of the graphics in the game.


Ahhh - SMB3 Woodblock World - this can be corrected by changing the level entrance's FG/BG settings.


When I throw things to trigger the YI Cloud, I get glitched graphics for a brief moment - not sure what caused that, but it might be worth looking into. Also, nasty status bar again - trying using the first half of those palettes rather than the second half.


Near the beginning of the level, I found a spot where I could run across the entire top of the level until I was here. Was that intentionally left in?


Not a bad idea for the Yellow Switch Palace, but the palettes are kind of eye-searing. Plus, it's nearly identical to the original, except...


If your P-Switch runs out, you're stuck here to wait until your timed-out death.

So, most of these things weren't major - just suggestions. The parts that could leave you with only death as a choice should be fixed, along with the red stems. Keep up the good work! I'd like to see where you go with the rest of this - it's pretty good so far.

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: Super Pirated World - 46.4 KB - 42 downloads.
Length: 51 levels
Author: 01134 - Submitted by: 01134
Description: It took me a while to figure out how all this stuff works, But I stuck with it, Resulting in one Super Pirated World!

Reasons
Super Pirated World is a Kaizo Lite style hack. SMWC doesn't really accept Kaizo-style hacks because they depend on the player's use of luck, tricks, or savestate abuse to progress.


Levels commonly start off with the player being bombarded by annoyances.


The title screen, apart from looking glitchy, exhibits common play techniques in the game, such as long strings of bounce-off-able enemies over bottomless pits.


Not impassable/impossible, but this is the first area of the first level of the game. There isn't really an even/progressive difficulty scale.


There are multiple blind jumps lead to injury or death. Avoid them, or at least use coins to lead the way to safety.


More enemy hopping, except this time you get to blind jump (hopefully) onto the enemies.


BLARGG! Most players would be unable to pass through this area without taking a hit at least once. Plus, the ground design just isn't very pretty.

My suggestion would be to take a look at the Tips Of The Day at the top of the page and to follow them. Browse around the forums - there are lots of tips for how to make your hack difficult without resorting to Kaizo tactics. Play some of the game's hosted on the site, and get a feeling for the types of hacks this site does host. Read through the removal log for more ideas on things to avoid in your hack.

The level design itself generally isn't bad - there are just too many cheap shots. I think there are a lot of good things here, but that this hack just needs some more polish. Lastly, don't be afraid to start a hack thread and recruit beta testers, either.

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
After talking about it on AIM, The Kins asked me to moderate this one.
Removal: Super Black Mario World
Author: black2525
Description: "My first time to submit my hack.
This is originally for the present for a great SMW player. So I made the difficulty of this hack much more difficult than original SMW. I estimate it would take a little bit lot of time for those who play this hack to accomplish it.

I challenged ASM hack and binary editing. I hope you enjoy this.


And now special thanks to those allow me to use their wonderful material. Thank you :)"

First thing's first:
Quote
And now special thanks to those allow me to use their wonderful material. Thank you :)

Sadly this is not a very acceptable replacement for giving people proper credit. Please credit the people that made the custom music, custom sprites, and ExGFX in your ROM hack.

Second, a language barrier can be a very bad thing in ROM hacks.


The only thing I can understand here is the word "BLACK", and there might be some very important information in here.


This one is a bit more serious. From what The Kins told me, you have to stomp on the enemies to get a 1UP in order to progress to the next part of the level. But the message you provided is in another language, so the majority of the people here that will play your game will have a hard time figuring this out.


And here, I have honestly no clue what you're saying here. I do, however, know that the thing at the end is an emoticon.

And third, though your hack at first glance is just very difficult rather than impossible, I decided to look at your hack in Lunar Magic to see the rest of the levels, and I found this:


This is what we call a "Kaizo trap", named after the game in which this first appeared. Basically, the player has to activate a P-Switch before passing the goal, otherwise the player dies an unavoidable death. You can see what this can do to people here. Though it may be funny to watch, it is NOT funny for the person playing the game. What's worse, this is also set up so that if you are regular Mario, you will pass under the raised block and fall to your death, meaning you MUST be in a powered-up state to clear the level. This is considered to be an unfair gameplay mechanic, and is frowned upon here.

In short, this hack is declined for not crediting people's work in your hack (it is essentially theft!), and unfair gameplay mechanics. Consider listing the people who made the ExGFX, custom music, and custom sprites you used in your hack in a ReadMe file, and consider thinking of ways to add difficulty to your game without making the player rely on luck, glitches, or savestates.

HoleNet.info

Name: normal mario hack
Author: bombahacker95
Description: this is the normal hack

its a normal hack... more not xD

!!danger!! at the start^^



Okay, where to start?

You have a massive, MASSIVE love of killing the player instantly if they aren't holding down pretty much every key at level start, even in the intro level. Losing all your lives in the intro level can bug the game, so don't do this!


Altered level 104. Don't do this if you plan to use the normal SMW ending.


Might wanna turn on Sprite Buoyancy and use the normal fish.


You shoot out of a bullet bill launcher instead of a diagonal pipe? That's weird, especially since the bill launcher's pointing in a different direction! Maybe use the default diagonal pipe, or a custom tile?


Ugggh. WE DO NOT ACCEPT KAIZO-STYLE HACKS, PLEASE STOP SUBMITTING THEM.


I'm not entirely sure how this happened, but I'm keeping it here for posterity.


Lots of bad graphical choices in this switch palace.


Not a removal reason, just wanted to post this.


Scrolling revealed graphical cutoff when going through the pipe.


MORE "death if you aren't psychic and know what's waiting as soon as the level starts!" instances. Joy.

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My Hacks:

Removed: Super Kevin World Demo v0.2 by BloodyBanana

Why:



Grab that coin, and you're forced to die, because that block holds a P-Switch, which you MUST use to get through. Obvious what'll happen if you get the coin first...


Now enter a difficult jump off a Bullet Bill to get up there. But guess what you have to do next? Get to the edge of that ugly cement block, wait for the Bullet Bills to come again, and hope you jump at the right time so you can bounce off all 3 to safety. This hack honestly smells of Kaizo...


This kinda proves it. You have 3 enemies here, and a Feather to the right. You have to get the Feather for Mario, because there's some turn blocks up ahead. Sadly, YOU HAVE TO ABUSE A GLITCH HERE TO GET THAT YOSHI TO GROW UP. This is not a good idea at all, so please don't do it. Just put 5 enemies instead. This part is just...near-impossible for me. I can't do it consistently.
Also, that green thing gives you a Springboard in your item box.

After the turn blocks is a one-tile-high passage you need to get through. You can get small there, and use the springboard to get over the wall, but guess what? A green Yoshi Coin blocks your way- you need to be on Yoshi to pass it. ...oh gosh no. You have to make Yoshi run away through the nearby Piranha Plant., don't you?!

So yeah. Reeks of Kaizo stuff, so I see no reason to keep it.

Also, just to alert you to another problem, though minor:



That "KEVIN" looks terrible, it really does... Why not just use the small letters? They look a lot better, trust me.

----------------------------------------------------------

Also removed: Mario Tests of chosen one by kooldude

Why: Not only did you submit a ROM file, you threw in a host of other useless things, such as the .srm file, a savestate, what looks tro be a video, some .mzt file, the IPS to the hack (O_o), AND A README STATING THAT THE HACK WAS TAKEN FROM A ROM SITE. Worse yet, IT INCLUDED THE LINK TO SAID ROM SITE! For this, you get a 72-hour ban. Good day to YOU.
<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
Removed
Hack Name: Super Oli World Demo 1 Demo - 21.3 KB - 12 downloads.
Length: 3 levels
Author: olipidolio - Submitted by: olipidolio
Description: This is a demo of my newest hack, not near completion, but I wanted to see what changes need to be made to what I have so far.

Reasons
Well, we recently implemented new Hack Submission Guidelines. One of those guidelines is as follows:

Originally posted by Hack Submission Guidelines
4. Unless you intend to make your hack contain very long and very high quality levels, demos which are too short to provide any feedback on or be enjoyable will be subject to removal.


Now, three levels just isn't very long for a hack. Even Super Mario Bros. had at least four levels per world. It sounds like you are just starting off with your hack. My suggestion would be to open up a thread with screenshots of your hack in the SMW Hack Discussion forum.

You've been here a while and have only made a few posts, so this would be a good way for you to show off your work while also interacting with the rest of the community.

You mentioned that you "wanted to see what changes need to be made to what you have so far." One thing we are going to stress more in the future is for the user-base to find beta testers for their hacks BEFORE they are submitted to the site. This way, you can get feedback from other users and fix things before a mod needs to go through to approve your hack for the site. Hopefully, by the time hacks come before us, they should be mostly error-free.

So, like I said - open a thread, upload screenshots, work on your hack a bit more, and get some beta testers. Once your hack is a little longer and other folks have helped you smooth out most errors, then resubmit and we'll be happy to take a closer look. Thanks!

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.

Name: Mario and his Time Machine
Author: Minish2005
Description: A small hack made by me in 2008.



Okay, first off, this hack is WAY too small. Three normal sized levels, and one of them is just the Vanilla Ghost House. Please check the new hack submission guidelines!

Now then, the actual hack.

Your custom HUD looks a little odd - the red bits of the item box fade with the level upon completing it!


For some reason, cloud bushes are solid. Also, there's two of the same message box at the start of the level.


Pipes seem to be using half weird-pallete SMW tiles, half SMB1 tiles.


You forgot to turn on Sprite Buoyancy, so the gauntlet of fish in this pool just harmlessly fall out of the level.


Some weird graphical cutoff problems in this level.


Also, some odd palletes (also the goal bar seems to be going a pinch too high?)


Finally, a unedited level.

You've got a good start! If you work on this a bit more, you'll have a decent hack on your hands.

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My Hacks:

Removed
Hack Name: 7 Level hack - 143.6 KB - 2 downloads.
Length: 7 exits
Author: buzz - Submitted by: buzz
Description: quick and easy hack on Iggy\'s Island

Reasons
We recently implemented new Hack Submission Guidelines. This hack does not meet the following guidelines:

Originally posted by Hack Submission Guidelines

2. Blatant level edits will not be accepted.
Use CTRL+DEL to remove old SMW levels. (104, C5, C7, and 3 are exempt from this.)

3. No graphical glitches!
Errors such as garbled sprites/FGs/BGs, message box text screwing up layer 3 items, cutoff tiles, and general graphical ugliness are frowned upon. Also, don't forget about glitches such as sprite memory issues - the graphics of the sprite will 'disappear', but the sprite will still be there, and can unfairly hurt Mario.

5. The player should not be able to die in the title screen or intro!
The title screen can screw up if you get a star, P-Switch, enter a door/pipe, or die. Don't do it.



^ This is what I see as soon as I open your ROM. Something is corrupted, somewhere, and it made your game completely unplayable. My suggestion would be to start with a fresh ROM, and honestly, fresh levels, because:


Some of your levels are blatant level edits and the ones that are original seem thrown together fairly haphazardly and seem to rely on Kaizo-style level design.

The reason I could not even play this demo was because this is what I met at the intro screen:


There was no intro message, so this screen lasted forever. Also, it's apparently not what your intro looks like in your edited levels:



Lastly, you have three 3-Up Moons in your first level (which is also full of sloppy level design).

So, again, my suggestion would be to spend more time getting acquainted with Lunar Magic, find a clean ROM, and start completely from scratch. I think you do show some potential, so just keep practicing!

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: Mario's Rainy Day Stories (Demo 1) Demo - 355.9 KB - 12 downloads.
Length: 2 levels
Author: Yanamanka - Submitted by: Yanamanka
Description: --Made by Team Five Star--
--Credits are in the Readme--

This short Demo contains the first two Rainy Day stories of Mario and Luigi's Adventure on Harmony Island. This is really just a gameplay demo, but it's long enough and has more than enough work done to it to draw people in.

Each Story is Stored on a seperate IPS file. It is recommened that the player goes in numerical order through the files, but the plot won't be distorted if you choose to skip around.

This Hack Contains Custom Sprites, Music, Good Level Design, and Various Gameplay mechanics.

Both levels are from SMWHC's hacking contests, and are levels that I, Yanamanka, created for the sole purpose of entering into those competitions.

Hope you enjoy!

Reasons
Well, we recently implemented new Hack Submission Guidelines. One of those guidelines is as follows:

Originally posted by Hack Submission Guidelines
4. Unless you intend to make your hack contain very long and very high quality levels, demos which are too short to provide any feedback on or be enjoyable will be subject to removal.


Your hack(s) consisted of two levels. This just isn't really enough to get a flavor for what is going on in your game.

Also, I really didn't like the gimmick of playing these on two separate ROMs. Why not just combine these into one ROM for the next time around? It makes it easier for the player and it also makes your game into one coherent story rather than random side treks.

Lastly, I did play your levels. I can honestly say the level design is very good. If this had been an entire World 1 demo, this would have been accepted. You're off to a great start.

My only minor criticisms/suggestions would be that your Bony Beetle in the castle hack gets glitched Chargin' Chuck graphics when squished (you're probably not using both castle sprite GFX sets, so add the other one in that level). Also, you spammed the Mouser battles a bit toward the end of the castle. One really is enough.

Keep up the good work! Hopefully we'll see something bigger from you soon!

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Hack Name: Normal mario hack
Length: 15 levels
Author: bombahacker95 - Submitted by: bombahacker95
Description: this is the NORMAL!!!!!!

NORMAL mario hack...

yes...

its easy at the start...

AND THAN...

---

Including Lunar IPS with your ZIP was an interesting idea, but it isn't really necessary. You can always tell the player to apply the patch using the program instead of including it.


There's a lot of poor grammar in this hack. Be sure to proofread your sentences.


You can fall under Slice O' Watermelon here, due to its placement.


The coins lead straight down to your death here. Usually, coins are meant to point the way to safe areas, not harmful ones.


Bad goal point palette.


The biggest problem with the hack is that you can access all the levels from the beginning. If you're unfamiliar with using OW events, you could always retain the original SMW overworld.


Odd, distracting background here.


Glowing clouds and cutoff lamps.


...what the hell


Very strange, distracting background as well.


How is this possible? Mario dies if he touches it from the top.


Due to the sprite settings, Yoshi's tongue glitches up. There are no other sprites here, so it shouldn't be too hard to change.


Wait a minute... it's a yellow switch palace!


Well, it's sort of yellow-orange I suppose.


Why are there two switches here?


The fast autoscroll thing was actually pretty cool here. Except for two things: you can get a bunch of lives easily.


And you have very little time to get through the pipe at the end. If you don't, this happens.


Odd, glowing upside-down water.


More upside-down water.


Uh, strange, garbled arrows.


The boxes kill you here.

So, all in all, this hack has quite a few issues, the biggest one being the overworld. I would recommend you try to lower the difficulty in places, improve your grammar, make sure the player knows what blocks do what (like the boxes that killed you) and try to fix some of the graphical issues.
Hack Name: A Super Mario World Treasure Hunt
Length: 6 levels
Author: Brontoman - Submitted by: Brontoman
Description: Mario and his friends are back! A new island filled with many different lands has been discovered! Rumor has it that there is a legendary treasure too. Yoshi already left to find it, and so does Mario, but where is Yoshi anyways?

---


The island is cut off right here. Also, this hack has the same problem as the one I just moderated. You can access all the levels from the beginning. I cannot stress enough how important it is to include working events for clearing levels.


The Yellow Switch Palace is an area Mario swims in surrounded by two pillars?


Pressing down here made Mario stuck. Choosing the level leads to an endless bonus room.


There's a loose bottom castle half up there.


Clearing the first level has a Yoshi coin that doesn't fade out, and glitches thanks to being on a subsceen boundary. I would highly recommend removing it completely.


The second

disappeared, and there was a lot of lag here. I noticed a similar issue in the castle. If you've altered the sprite memory settings and it isn't fixed, you could always try smkdan's "No More Sprite Tile Limits" patch.


Cutoff ledge right here.


Failing to bring a key here means you're stuck to wait out the timer.


If you're going to get rid of the candle BG, it might be wise to remove the flame generators as well.


The first part of this level seemed a bit different... but it's really a Forest of Illusion 1 edit!


In fact, the second half of the level appears completely unchanged. Sorry, but we do not accept SMW level edits.


I'm assuming this is the next world that hasn't been completed yet, which is fine. The problem is that the pipe takes you right back here. Try changing the pipe settings to be sure it returns you to the OW map.

I can tell you've put a lot of effort in this hack, and some aspects of it are really good. However, please fix the OW errors and other issues I mentioned. Also, be sure not to lean too far into the "SMW edit" category. Some of the levels were clearly new, but seemed very similar to the old ones.

In other news, post 2009! Yay!

Name: Those Darn Plumbers V0.25 (DEMO)
Author: nintendofreck
Description: Rom Hack by nintendofreck
(C) 2009 Visual Illusions
Read included credits file on all that contributed to this so far.




What is it with new hacks and horrifyingly ugly title screens lately? You can use the small lettering, you do know that, right? I won't hold it against you.


The camera usually starts under the level, you should probably adjust the starting scrolling to fix that. Also, the Side Exit sprite on your Level 104 edit doesn't seem to work for me.



Not only is this level absurdly long, it's the Mona Lisa of graphical cutoff, and has some inexplicable visual glitches, too.


I wouldn't recommend making a background use the flashing yellow pallete as a major colour. Ouch!


Kind of a screwy looking background here.


Don't place pipes "in between" screens! Otherwise you get this split-colour pipe, that probably won't work correctly with exits.


So edit it before submitting!!!


The rest of this level is very dull, running straight forward and hopping over Charging Chucks.


Apply the piranha plant stem fix patch - the default "red-stem" piranha plant can cause a rare VRAM error.


Oh, aces! A pipe maze with absolutely no clue where to go, and lots of invisible blocks to hit! And no hints! AWESOME.

You're definitely enthusiastic. With some practice and prettying up, you have a decent hack on your hands!

Removal Log
Hack Submission Guidelines
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Something awry? PM me!
Don't know what the eff "awry" means? Never PM me.

My Hacks:

Removed: Mario's Bathroom Adventure
Author: Noobish Noobsicle</span>
Reasons:

There are some very, very sloppy aspects of this hack, ranging from the somewhat tolerable to the downright inexcusable.





This isn't a terribly important reason, but if I were you, I would try to make this part of the OW less bland and squarey.



The beginning of the first level has you launching out a diagonal pipe....but if you don't quickly mash down on back before you get near the land, you will fly right into this pit - that is, after this text box goes away.



Very immature dialogue. I'm not amused, and I'm certain others share my opinion.



This wall looks somewhat ugly.



Goomba glitches when he dies



You see these ? blocks? They were generated by a P-Switch, so I have a limited time to get through or else I will drop into the pit. As Big Mario, this little jump is nearly impossible, and I had to keep dying and rewinding for at least 2 minutes before Mario could ever slip through. -__-;







What do these 3 screens all have in common? The areas all contain annoying amounts of slowdown.




That bowser palette, I must say, is pretty bad. Also, I'm not so sure evryone's going to be amused about the idea of bowser making use of his excretory system.

Not only that, but this level had literally DOZENS of doors that ALL led to this exact room! DX



This, too, looks VERY awkward.



Sloppy square, black hole area on the OW. Custom OW graphics would likely help make such a thing look a lot better.

Also, it occured to me that the first level was a red tile, so I searched for a secret. At last I stumbled upon it, in a location that is completely and utterly random for the player to be able to find. There are no hints to it at all, but if you jump straight down this pit and hug the wall, part of it is passable, and you get here:



There is a key and keyhole down here. But where does it take you?



This is the reward for my efforts. ;_;

If the level isn't even finished, why did you include it in this demo at all?

So yeah, this hack has a long way to go before you can expect it to be accepted. Please take the suggestions I gave to heart, so that you may come to create a more quality hack.

Unexpected end tag (</span>) at 116, expected </b>
Tag (span) was not closed.
Removed
Hack Name: Iggy's island - 22.8 KB - 28 downloads.
Length: 5 exits
Author: buzz - Submitted by: buzz
Description: A short fun Hack on Iggy's Island

Reasons
We recently implemented new Hack Submission Guidelines. This hack does not meet the following guidelines:

Originally posted by Hack Submission Guidelines

2. Blatant level edits will not be accepted.
Use CTRL+DEL to remove old SMW levels. (104, C5, C7, and 3 are exempt from this.)

3. No graphical glitches!
Errors such as garbled sprites/FGs/BGs, message box text screwing up layer 3 items, cutoff tiles, and general graphical ugliness are frowned upon. Also, don't forget about glitches such as sprite memory issues - the graphics of the sprite will 'disappear', but the sprite will still be there, and can unfairly hurt Mario.

7a) Keep it fair, and keep the hack at a legitimate difficulty!
i.e. Avoid things like death after the goal, blind jumps, forced damage, excessive enemies, places where you can get permanently stuck, excessive 3-UP moons, etc.


Aside from the things I am going to mention, this hack isn't too bad at all for a beginner's project. In general, varying the choice of level FG/BG and enemy use would help this thing out a lot. Here are the real reasons for rejection, though:


Make sure you clear out ALL of the original levels that could be linked to your new levels.


These two spots are both kind of cheap, because they involve a blind jump upward into a very potential hit from an enemy.


If for some reason I lose my cape, this spot and the one before it are uncrossable. You're also missing the castle candle generator sprite.


You can't see them here, but Mario is being killed by some P-Switch triggered ? Blocks. Since these blocks are practically in the same spot where you grab the switch, I would suggest removing them to avoid player death. Second, since the level settings are set to the Switch Palace/Bonus Stage settings, these blocks when hit will turn into and behave like the Bonus Stage blocks. Chance the graphics settings in the level to prevent this.


Blargg puked on the OW. Just make sure you remove ALL of the events on Yoshi Island when you edit it. It might also be nice to see a more edited overworld eventually.






Well, you are still using the cannon pipe from Yoshi's Island 1, but you edited your level, so the default landing spot for Mario/Luigi isn't a very safe landing. ;)

Like I said, once you fix these things, this should be acceptable. However, I would spend a bit more time polishing things up over the next few days to have a better final demo to show off. Keep up the good work!

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: Super Odd World Demo - 156 KB - 30 downloads.
Length: 11 levels
Author: ~2~ - Submitted by: ~2~
Description: An odd game hack where i have fixed all pointed out bugs and dark Bowser is supposed to be black!Have fun playing this(if it gets accepted)!

Reasons
Originally posted by Kyoseron
This content is in violation of rule 4d as well, since your hack has appeared many times in the removal log without proper fixes made to your hack. Please do not resubmit this until your errors are fixed, or disciplinary action may be taken.

Well, this hack was resubmitted again, and many/most of the errors remain, so disciplinary action is going to be taken.

We recently implemented new Hack Submission Guidelines. This hack does not meet the following guidelines:

Originally posted by Hack Submission Guidelines

3. No graphical glitches!
Errors such as garbled sprites/FGs/BGs, message box text screwing up layer 3 items, cutoff tiles, and general graphical ugliness are frowned upon. Also, don't forget about glitches such as sprite memory issues - the graphics of the sprite will 'disappear', but the sprite will still be there, and can unfairly hurt Mario.

5. The player should not be able to die in the title screen or intro!
The title screen can screw up if you get a star, P-Switch, enter a door/pipe, or die. Don't do it.

7a) Keep it fair, and keep the hack at a legitimate difficulty!
i.e. Avoid things like death after the goal, blind jumps, forced damage, excessive enemies, places where you can get permanently stuck, excessive 3-UP moons, etc.

7b) The player should be able to identify everything's behavior before touching it.
The player should not have to do something illogical, like jump in lava, to complete a puzzle. If something acts "unusual", inform the player ahead of time.


Here is the litany of reasons why this hack is nowhere close to being acceptable:


You can die in the title screen level.


WELCOME TO CUPCAKE ISLAND!
IN THIS STRANGE LAND THE
GAME MAKER IS USING THE
PLOTLINE TO DISGUISE THE
FACT THAT HE REFUSES TO
USE GOOD CUSTOM PALETTES!
BY THE WAY, WATCH OUT FOR
ALL THE BACKGROUND GARBAGE!


What about this block should make me think I will die if I touch it? Also, if you're not going to make IMPROVEMENTS to the default background tile arrangements, don't change anything at all. If you want to use custom blocks, backgrounds, etc., just break down and use ExGFX for crying out loud!


These Tic Tac shaped blocks are really slopes. Why? Who knows. Once again, arbitrary changes to the original game are unnecessary and only decrease the quality of your product.



HIDEOUS backgrounds.


There is NOTHING fun about Throw Block grab-throw spam. It's just tedious.


What is Spike doing here?


Hideous water with way too many Cheep-Cheeps for no good reason other than retarding the game.


If this is supposed to be a waterfall, I couldn't tell. Make it look like a waterfall or use a different gimmick. It might also be nice for the BG to continue to the bottom of the screen. Just a thought.


Only on badly-drawn boats can you walk through stone cabins. Use ExGFX for this and get rid of the cheap Cheep-Cheeps.


BOWSER: "Hi! I'm a racial stereotype until custom palettes are used!"

Also, don't forget the castle torch generator sprite. Also, there's no way to beat this battle without a shell or firepower. Even though these are freely available, the player can still get stuck here. Do something else.


When you beat this row of bad-palette Bowsers, you face SMW Bowser and you beat the game. Sort of. After rescuing Peach from Bowser, you then go to the castle destruction sequence which says you have just defeated Morton Koopa Jr. and that Peach awaits rescue in another castle. Blargg!

So, enjoy a temporary ban for consistently uploading unusable (in its present form) content. Please please please spend a few weeks playing other hacks on this site, playing old Mario games, learning more tricks in LM, etc. before you even think of considering uploading any new versions of your hack. In fact, I would just start from scratch.

I can only speak for myself, but if I honestly see Super Odd World uploaded again looking even remotely like it does now, I'm just going to delete it on sight. This just isn't even close, dawg. I think you're capable of making something good - just not yet. Practice makes perfect.

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: Trials V0.1 Demo - 26.1 KB - 17 downloads.
Length: 5 levels
Author: yoshibear - Submitted by: yoshibear
Description: This is just a hack demo. READ THE INFORMATION INCLUDED!!!!!

Reasons
We recently implemented new Hack Submission Guidelines. This hack does not meet the following guidelines:

Originally posted by Hack Submission Guidelines

3. No graphical glitches!
Errors such as garbled sprites/FGs/BGs, message box text screwing up layer 3 items, cutoff tiles, and general graphical ugliness are frowned upon. Also, don't forget about glitches such as sprite memory issues - the graphics of the sprite will 'disappear', but the sprite will still be there, and can unfairly hurt Mario.

7a) Keep it fair, and keep the hack at a legitimate difficulty!
i.e. Avoid things like death after the goal, blind jumps, forced damage, excessive enemies, places where you can get permanently stuck, excessive 3-UP moons, etc.

7b) The player should be able to identify everything's behavior before touching it.
The player should not have to do something illogical, like jump in lava, to complete a puzzle. If something acts "unusual", inform the player ahead of time.


Nice - I got to moderate this hack based solely on the screenshits submitted.


"Uhhh...still too easy."
Well, then, make it more difficult before you submit it next time. Balance is key.


Not an error, but why give Yoshi Coins away like candy?


Picasso-style overworld.


If the player hasn't hit the Yellow Switch yet, what happens here?


Why are there four Mushrooms here? Again, keep in mind difficulty balance. Also, your total lives are way too high for a one-world demo.


GLITCH!


3-Up Moon abuse and rampant cut-off tiles.


Stacked AND floating Munchers.



This sort of test/trial (in which the player dies if they make the wrong guess) is stupid and not fun. Awarding them with a 3-Up as a consolation prize doesn't help things.


Missing Layer 3 Water due to a Message Box.
Stacked and floating Munchers.
Cheep-Cheep spam.

This sort of hack would never be accepted at SMWCentral. Please play the hacks we do host here to get an idea of what is acceptable. Read through the removal log to learn more about what to avoid and why. Take some more time to learn about Lunar Magic. When you make something much better than this, we'll be more than happy to take another look. Practice makes perfect.

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.

REMOVED:
Hack Name: Mario and The Mushroom of PDemo 1 Improved Demo - 1.2 MB - 39 downloads.
Length: 12 levels
Author: SonicBlue77 - Submitted by: SonicBlue77
Description: I figured that i'd fix up the errors then release a better version. Anyway, this has the following:
Hex Edits
Custom Music and Sprites
New OW and submaps
SMW Mario Revamped
SMW edited GFX
New SMW enemy GFX (some)

Storyline: Bowser has gotten hold of one of the powerfulest and vauuablest artifacts that have been left from the cave toads called," The Mushroom of Power!" Mario, you got to stop Bowser, your our only hope!

REASON:

Now don't get me wrong, this hack is really good, but there are a few errors you need to fix before its accepted;





The OV glitching is probably the biggest problem, fix these and your all good. :)
Layout by LDA during C3.
OH NOEZ I DID IT AGAIN

Removed
Hack Name: Mario is Puzzled (Beta v0.2) Demo - 28.3 KB - 7 downloads.
Length: 8 levels
Author: Ultigonio - Submitted by: Ultigonio
Description: I intend for this hack to be four worlds long. So far, one world, 2 levels, and half-a-level are done.

Reasons
Betas = don't belong here. It screams "untested" which is not what we want. Only submit your hack to SMWC if it has been thoroughly tested and is bug-free and meets the guidelines. Your "demo" fails to meet the required standards:

Quote
2. Blatant level edits will not be accepted.
Use CTRL+DEL to remove old SMW levels. (104, C5, C7, and 3 are exempt from this.)

3. No graphical glitches!
Errors such as garbled sprites/FGs/BGs, message box text screwing up layer 3 items, cutoff tiles, and general graphical ugliness are frowned upon. Also, don't forget about glitches such as sprite memory issues - the graphics of the sprite will 'disappear', but the sprite will still be there, and can unfairly hurt Mario.

7a) Keep it fair, and keep the hack at a legitimate difficulty!
i.e. Avoid things like death after the goal, blind jumps, forced damage, excessive enemies, places where you can get permanently stuck, excessive 3-UP moons, etc.

7b) The player should be able to identify everything's behavior before touching it.
The player should not have to do something illogical, like jump in lava, to complete a puzzle. If something acts "unusual", inform the player ahead of time.


Violations of standard 2:


Summary: Use CTRL+DEL. You do not want any remnants of the original SMW levels in your mod at all.

Violations of standard 3:


















(The level above where I am standing should be red because it has a secret exit.)






Summary: Make sure you end all ledges in walls or slopes, all slopes in ledges or walls, and all walls with ledges or slopes. Use walkthrough dirt to fill in any empty spaces, and end them with any of the above. In addition, if you can not make the switch palace walls/dirt transition properly and without cutoff, use an ExGFX set that can. There's a lot of good bonus room foregrounds.

Do NOT leave any place in the water where you can fall through the side of the ground - this is remedied by solid ground, but also do not have used blocks in water if a blue P-switch is present anywhere in the level.

Enable custom palettes to get rid of the pink shadow on those ? blocks. Also, use a gradient palette for palette 2 because those colors do not look good on that log bridge.

Also, clean up your overworld. Way too much garbage at the bottom.

Level 12E also has glitched water. Do not use the stillframe surface water with the grass tileset.

Violations of 3 and 7b:












Summary: Invisible solid blocks everywhere is not the way to go. Make your ground visible. Use new graphics for custom blocks and have the graphics hint at what they do, like if they boost you high, make a block with a ↑ on it.

Violations of rule 7a:
There is no way out of this level once you enter it but dying.


I can only move left or right. Going to the munchers will cause me to take damage, but the yellow blocks prevent me from making a jump. I'm forced to die.


The two images below sum it up: I have to spin jump to break the blocks below me to DIE, or wait time out as small Mario because you used a bad type of turn block above.




Collect the coin below the door and there's no way to beat the level. Have an alternate path.


Bottom row used for walking, and a dragon coin cuts into the wall:


Summary: No excuses for any of this. You can't see the bottom row of Lunar Magic ingame.

Just look above you...
If it's something that can be stopped, then just try to stop it!
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