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The Hack Removal Log

Link Thread Closed
Hack Name: Super cool (Adam) world LEVEL ONE.
Length: 1 level
Author: Codythehacker - Submitted by: Codythehacker
Description: The title of this level is Coins 'n Koopas. It took a little while and is probably the best level i have made to date. There is a thread for this. Ok, hope you like it! :D



Reasons

First of all, this was only a one-level demo - that alone is a removal reason. You should only submit completed hacks or demos that are at least one world long. Betas and very short demos are simply too short to give feedback on.

Apart from that, there are a few other things that should be fixed too:


There's a little black line next to the W. Also, the file select menu destroys the entire world. (I mean, it overlaps the word "World" entirely. I'm funny, huh?) In all seriousness, you should probably just use small letters.


This looks a little weird... Tiles like this are supposed to be passable.


This invisible coin block prevented me from jumping and made me fall down the pit. Mean.


Please don't make original SMW levels accessible (This counts for the Yellow Switch Palace too).



These were all the issues I could find, but that's probably because there was only one level to play. After you've made the demo significantly longer (about 5 levels should do) and fixed the issues I've mentioned, feel free to resubmit it.


Hack Name: The 5 Dragon Gems [W1 DEMO] v1.3
Length: 9 levels
Author: TheRobju - Submitted by: TheRobju
This is the first Demo of my hack:
The 5 Dragon Gems.This is only the Demo of World 1.


I just wanted to say I really liked this hack. It was fun and appealing. I hope you can finish it soon!

Reasons


The palettes for the letters are kinda bad. Edit palettes 0 and 1 of level C7 to fix this.

* The 5 Dragon Gems have been stolen! Without them, the world will collapse! Please help, Mario! You are our only hope!

Just some capitalization and spacing errors.

The midway point has a bad palette and some glitched GFX for the tape. The star in the lower left is cutoff too.

Note: I personally don't like the GFX for the fireball. It seems too blocky to me. Not a removal reason, but it would look better if you smoothed it out.

Bad palette here too.

Putting ? blocks in front of a layer 1 object will cause cutoff when you hit them. My suggestion is to just remove the second mushroom since it is just for looks.

Invisible block here. Just let Mario walk when he gets the ? Sphere. If he doesn't have enough room, then make some.

The background palette has a stray red color in it that looks bad. Use Alt+Right Click to create smooth gradients in the palette editor.

There is a small cutoff place in the BG right in front of Mario's eyes.

Blarggs on slopes and Blarggs near edges = cutoff. You had several instances of this throughout the level.

I carried a Buzzy Shell through the pipe and got this. Use some ExGFX to allow the shell to look correctly.

Bad FG initial position. Let the camera focus on Mario coming out of the pipe.

How was I supposed to get this fire powerup? @_@

I assume this is a vertical level because Mario froze in place when he hit the tape. Change it to a horizontal level to fix this.

I forget what I was supposed to say here. :P

Sprite limitations; the other pea bouncer didn't appear, making this look odd floating by itself.

Confusing. Make this edge a pass-through edge. (It looks like I should be able to go through this, but I can't.)

I think the stop generator didn't work due to sprite limitations, so fish were flying the whole level! :O It was very hard.

Magic fish is magic. (Replace this bush with a non-prioritized bush.)

See above. You could place a pipe here instead so you can't walk through it.

Small bullet launcher cutoff.

I got the moon (which should be a 1up anyway), but I could not find a way to get back up to main land. :(

Land next to water should always be solid because it makes no sense. (How could the water be held in by a non-solid surface?)

As big Mario, this part was very hard. Make sure you keep all forms of Mario in mind!


Because of the Switch Palace tileset, ? blocks act like bonus room ? blocks. There is a fix for this in the ROM map if you aren't going to use SMW's old bonus room.

If the P-Switch runs out, there is no way to die or exit. Make a reset door or a side exit.

Using diffent directions of escalators together creates small cutoff. Cool idea, but you should just stick to one direction.

I had to get hurt to go on. Luckily I had a reserve feather!

These spikes blend with the BG too well. Mess with some Map16 to fix it.

Your Thwimps are badly placed. They fall into the lava before they can cause any threat to you. :o

The bridge is "crumbling". (I have no clue how to fix it, but it is very minor.)

This pipe is wierd. I have no clue how to describe it.

Also, I could not beat this level because the fourth Reznor would not appear. :( Steal the spite setting from another Reznor fight.

Another bad initial FG setting.

Through playing this level again, I noticed the munchers shoot bullets. :O That shouldn't happen.

This is the only instance I could find where you used the bottom rom in Lunar Magic. I thought it was a hole.

I forget again. :<

I could spin jump under the grassy platform to fall. I suggest moving it up one block.

There's something funky about this midway point.

Tiny cutoff bush.

The path for this level did not reveal itself. However, I was able to walk on it.


Like I said, this was very fun, but there were only a few things that need to be fixed. I will gladly accept when you fix them. :D
Hack Name: Super Logan World - 134.8 KB - 4 downloads.
Length: 96 exits
Author: Logan - Submitted by: Lowdude
Description: This is a hack where you get to play as me!LOOK AT THE TITLE.

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/oWEfQT43o_w&hl=en_US&fs=1&color1=0x006699&color2=0x54abd6"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/oWEfQT43o_w&hl=en_US&fs=1&color1=0x006699&color2=0x54abd6" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

...Something tells me you didn't look at the SMW Hack Submission Guidelines before you submitted this horrid hack.
Hack Name: Hypershadic's SMW world 1 demo - 43.1 KB - 31 downloads.
Length: 9 levels
Author: hypershadic - Submitted by: hypershadic
Description: This is my first real attempt at Super Mario World rom hacking, The demo goes ends after world 1 but there is another path which will take you to the yellow switch ruins. Special thanks to SacredSilverYoshi for helping me out along the way.


This hack is almost there, but there are a few things I need fixed before I can allow it.


This isn't a removal reason, but it'd be nice if you could make a new title screen.


The things circled in blue have a wrong tile.
I myself would just get rid of the latter on the cliff.
Also, the overworld is really flat and boring. Try adding some more decoration.


After 'vine' there should either be a period or a comma.
Oh, and this level needs about 200 more seconds.


More flat and boringness. Add some icebergs all around the water, or disable looking around the map.


Mario disappears because of sprite limits here.


Cement blocks cutoff this pipe.
Also, the mushroom stems have a bad palette.


The para-koopa loses it's wings because of sprite limits.


Block off the bottom of this diagonal pipe.


Sprite limits.


I looked in Lunar Magic but I still can't find a way to get this secret exit.

Just fix these up and you'll be good to go.
Removed
Hack Name: Super Mario REMIX Demo - 147.5 KB - 12 downloads.
Length: 11 levels
Author: bpkyle777 - Submitted by: bpkyle777
Description: Super Mario REMIX is a jumbled up version of the original SMW, with a few custom blocks.

Just so you know ahead of time, I only use a few custom blocks. I have yet to find any sprites I like and I can't insert custom music.

If you find any bugs, glitches, or you have a recommendation for the final version, let me know please!

Reasons
When I first signed up to play this hack, I looked at the screenshots and thought to myself, "I already know this won't be acceptable."





However, I looked at the number of levels: 11. I looked at what the submitter had talked about doing with this hack - inserting custom blocks, remixing SMW, etc. I thought, "I better give this a chance. It wouldn't be fair to reject it without playing it."

So I played it, and unfortunately it doesn't get better than the screenshots above.

You're a new user - I get that. However, please download and play some of the other hacks already accepted on this site before you submit your own creation. Playing the other hacks here should give you an idea for the level of quality we're looking for. Let me do a short list of the basic things wrong here (the reasons for rejection):

- overuse of Munchers as an obstacle (we don't typically accept difficult "Kaizo" hacks)
- stacked and floating Munchers are ugly graphically, illogical, but (most of all) repetitive
- screens and screens of Note Blocks
- screens and screens of concrete blocks
- long, repetitive screen-scrolling pipe sections
- difficult jumps requiring perfect timing in early levels
- slowdown from overuse of Thwomps and other enemies (try using different sprite level settings, apply the FastROM patch, or just reduce the number of enemies)
- glitchy Note Block bounce graphics (make sure you use the right GFX sets)
- use of the same SMW GFX for different custom blocks (try out ExGFX - it's a lot more fun than just using SMW's boring old graphics for special blocks)

However, your hack wasn't all bad. Your overworld was pretty nicely designed, if basic, and your paths seemed to work properly, which is quite an accomplishment for a new user.

My advice would be to replay the classic SMB games and play more of the hacks here. Also, please acquaint yourself with the Hack Submission Guidelines.

I'm sorry, but this will have to be rejected for now. Play around with LM for a few more weeks or months before resubmitting anything, please. Best of luck! You're not off to a bad start at all - just keep in mind your target audience here.

This hack does not meet the following Hack Submission 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.

9. Quality level design
Your hack has a much higher chance of being accepted if the level design is fun. Conversely, if the level design is found to be lacking then a little cutoffness may be enough to push the hack into deletion.


[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: the deadly demon wall variants - 22.4 KB - 30 downloads.
Length: 8 levels
Author: swamp cecil - Submitted by: swamp cecil
Description: 6 levels. each to practice/test your skill. a wall with spikes chases mario to the end. can he make it?!?

Reasons
I'll be honest - I really, really like the concept behind this hack. It's a fun gimmick to use for scrolling levels, to force the player to run ahead to avoid a Demonic Wall. Whether it's a good enough gimmick to base an entire hack off of is yet to be seen. I can only judge what you have here.

Let's be honest - there aren't really a full eight levels here. Five of the ones I could access were duplicates of the same scrolling level with the following options:

- slow scroll
- medium scroll
- fast scroll
- slow scroll, slippery
- medium scroll, slippery

I assume if I took the time to beat the fast scroll, there would have either been a "fast scroll, slippery" level, or I would have accessed a Yellow Switch Palace, since this is how the only other level I saw begins:



So to recap, we have one level, over and over and over, and then a level where you die at the beginning if you haven't hit the Giant Yellow Switch. Levels where you die automatically are seriously frowned upon.

Apart from that, there are a few other less serious issues:


The overworld is pretty bland.


Fast scroll isn't impossible by any means, but it is kind of hard for the beginning of a game.


Spike Top looks weird as he gets "eaten" by the wall. (There's not really a way to fix this, though.)

I'm sorry, but this will have to be rejected for now. Your level design is pretty good, but I think you should make more levels and add more variety to your game. Like I said, it's an interesting idea, but it's just not developed enough to judge it fairly yet.

This hack does not meet the following Hack Submission Guidelines:

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.

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.


[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: The Sign Painter fixed Demo - 139 KB - 22 downloads.
Length: 6 levels
Author: VEN keyblader - Submitted by: VEN keyblader
Description: fixed again :)

Reasons
This actually was a pretty fun little hack. I think it is really close to being accepted. Before it is, though, I think it would be worth clearing up these little issues.


You have a leftover dark green path on the right side of your OW left over from your old OW when the castle was over there. I would definitely remove it. Side note: four levels is awfully short for a demo, but I think it's close enough to being acceptable to just accept that. However, your levels are fairly short, too. I would experiment a bit more with making longer levels. Just a suggestion.


A couple of things - please don't make ground on the bottom row in Lunar Magic, since it isn't visible on-screen. Also, not sure what this is about, but see where that Coin is rolling in the bottom of that pit over there? If I touch those blocks, I'm transported back to the beginning of this level. As far as I know, this is the only pit in your game like this, so it's worth removing (or making it lead to a secret bonus area ;) ).


Why not just remove this pipe adjacent to the gate? Yoshi just looks silly here.


This is why it's not really worthwhile to use Blue Coins - they're still collectable when a P-Switch is hit (plus their palette while in block form looks bad). Replace with Gold Coins, or just don't put a bunch of coins there at all.


Not a reason for removal, but if you use the "ground elbow" ground object and then place the the Slice O' Watermelon Triangle piece (with its bottom ground) on top of the "ground elbow" in LM, this will look AND behave properly. I hope that makes sense. Aqualakitu's translation: "Use Tile 1EB."

Not pictured, but I really hated the overuse of Monty Mole in the second level. It was kind of spammy and not very good level design to have Monties bursting out every other step. Plus, there was a bit of slowdown from it, still. This is the beginning of the game - three or four Moles per section of a level is enough.


Again, not a reason for removal (yet), but I would be careful about how repetitively you use pipes, blocks, etc.


I look forward to it. In the meantime, though...

This hack does not meet the following Hack Submission Guidelines:

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.

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.


[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: Super Mario World XTREME Demo - 196.9 KB - 16 downloads.
Length: 8 levels
Author: cant_think_of_a_name - Submitted by: cant_think_of_a_name
Description: Bowser has kidnapped the princess again and mario must save her again.

Reasons
There were several issues with this hack. In all honesty, this needs a lot of work before it would be ready to submit to the site. You really need to play around with Lunar Magic for a few more weeks/months before submitting this again.

Luckily, most of the problems fall into the same categories.

Don't Use Unedited SMW Levels

^ Unedited Yellow Switch Palace.

Barely edited beginning of Yoshi Island 4.

Enemy Spamming

Vary the enemies that you use. Never use the same enemy more than a few times in a row. Don't jam a bunch of the same enemies all in the same screen.

Lazy, Uninspired Level Design


Don't use 16x16 blocks to build a level's shape. Don't be afraid of experimenting. Don't build your levels based on existing SMW levels.

Add bushes, ledges, coins, blocks, etc. to add detail to an area. Don't make an entire level based on flying through 16 screens of nothingness.

P-Switches races are sort of depressing, more than anything else, especially when they are of the "do-this-just-right-or-you-will-die" variety.

Other Issues

Avoid using eye-searing palettes, such as this background


So, if I pick up the rare blue-stemmed corner of a Volcano Lotus, that gives me the power to throw Boomerangs? Cool. (i.e. Use ExGFX to fix this.)


The tip of the hill above the Koopa's head is missing some tiles.


^ Bad FG/BG start settings. Correct these in the entrance editor.


Not a reason for removal, but this OW is very very squarey.


^ This was my fault due to rewinding in ZSNES. I just thought I would share it because it is awesome.


This hack does not meet the following Hack Submission 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.

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.

9. Quality level design
Your hack has a much higher chance of being accepted if the level design is fun. Conversely, if the level design is found to be lacking then a little cutoffness may be enough to push the hack into deletion.


[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: Evil Maze Demo - 135.9 KB - 3 downloads.
Length: 1 level
Author: limepie20 - Submitted by: limepie20
Description: A fun maze I made.

Reasons
I'm not a huge fan of mazes, but this was actually better than I expected. However, it's still got some glaring issues that need to be ironed out before it can be resubmitted.

Also, it's only one level - I wasn't able to see how long it is, but we do kind of like to get hack submissions that are longer than that. A couple of mazes in one hack would be nice.


Obviously, the FG/BG start settings need to be adjusted here, based on where you are having the player enter this section. Additionally, that room full of 16x16 stone blocks was really difficult to navigate anywhere besides along the floor - you might want to open it up a bit more, especially since you can get Super Power and get into this area.


Again, the FG/BG initial start settings are messed up here. (The player is off-screen at level-start.)


Green Bony Beetles =/= Goal Spheres (use ExGFX or change the GFX set used here)


Here is the main reason for removal - there are areas where you can get stuck. Make sure there are none of these types of death-traps in your hack.


Side Note: I liked the intro. ;)

This hack does not meet the following Hack Submission 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.

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.

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.



[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: Mario's Visit to Mushroom Island Demo Demo - 125 KB - 12 downloads.
Length: 12 levels
Author: Joshua Harrison - Submitted by: mariomaker6
Description: A demo of a hack I made where you can walk pretty much where ever you want on the OW (wasn't hard) and vacation-like levels.I spotted a few glitches(some of which are described in the README file) but they're mostly not serious.

I want someone who knows how to fix them to do it(i just realized how to fix one).

If you want to help me out with my hack read the WHOLE README file.

There's a bunch of different level types including; house, castle, ghost house, forest, beach, grassland,cave, hills, and buildings.


I hope you enjoy my hack even with the demos glitchyness.

:P-Have a great day!

Reasons


Your patch doesn't work.

When I patched your IPS patch to my clean ROM, I received a severely glitched 968 KB ROM in return. When the ROM loads, it only displays a black screen.

By the way, your README was completely blank, too.

If you need help with making a working IPS Patch, please visit the SMWCentral FAQ.

This hack does not meet the following Hack Submission 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.

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.



[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: super mario bros 4 mystery of the fives stones fr - 689.7 KB - 21 downloads.
Length: 81 levels
Author: lexou - Submitted by: mario seeder
Description: a french hack find in super retro hack

Reasons
Originally posted by "Submit A Hack" Page

The screenshots must be 256x224 or less and must be PNG images. Screenshots may not be any larger than 512 KB. You must submit at least 1 screenshot.

How to make a good screenshot:
Play your hack in Zsnes. When you want a screenshot hit F1. This should bring up a menu. The bottom option should say IMAGE FORMAT:. By selecting that option and pressing enter, you can switch between BMP and PNG. In this case, we want PNG. Now select SAVE SNAPSHOT and press enter. The image will be called <rom name> xxxx.png (where xxxx is a number) and will be saved in your Zsnes folder.



^ This is not a screenshot.

And another thing - the user who created this hack is already a member of this site. Please be respectful and allow them to upload their own hack IF they want it to be hosted here.


[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: Mario Got Bored Demo - 179.6 KB - 16 downloads.
Length: 7 levels
Author: Zarasuto - Submitted by: Zarasuto
Description: Mario, bored of his life of Parties and Go Kart racing has set out for a new adventure.
What could happen?
What might he see?

Reasons
While I did not get to play very much of this hack, I enjoyed the parts I was able to test. The levels were very nicely designed, and you used vanilla graphics very nicely. However, there are some things that are keeping it from being accepted.



Here is the main reason that this is being removed - as things stand, I can only access three levels. I obviously found the key in Level #3, but I was unable to find any sort of keyhole for it. After examining that level in LM, I found only one other screen exit in the level, and the pipe leading into it was inaccessible do to the fact that the horizontal exit-enabled pipe was not level with the ground. So, unless there is some super-sneaky way to progress farther, I ended the hack at Level #3, which isn't quite long enough for a submission. If there is a way to progress farther, I am either blind, or it is way to difficult to find. In that case, you should adjust the difficulty factor.



You seem to be using mostly vanilla graphics in your hack. However, since you ARE using Switch Blocks in your hack, it seems like you should use different graphics for these "bounce" and "speed boost" blocks, instead of the Switch Blocks you are currently using. It makes it very difficult to know what to expect.



If you're going to have a P-Switch bridge be the only way to beat a level, include a reset pipe for people if this sort of thing happens, or if the player drops the switch by mistake, or can't get it down from its holding place.


This underwater slope has some glitchy tiles. I'm not sure what the cause is, honestly. Use a different slope, or check to make sure your level is using the right tileset.


Other people will probably complain about this remade level. However, I personally liked playing through this remake of SMB 1-1. All things considered, it was well done.


Not a reason for removal, but the clashy purple/raspberry palette for these blocks doesn't look so hot.


I just wanted to comment that this palette is really pretty.

Anyway, I think you can easily fix this and reupload it. I look forward to being able to moderate it again.

This hack does not meet the following Hack Submission 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.

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.

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.


[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: The 5 Dragon Gems [W1 DEMO] v1.4 Demo - 464.2 KB - 3 downloads.
Length: 9 levels
Author: TheRobju - Submitted by: TheRobju
Description: This the fixed Version:)
hope you like it^^

Reasons
Originally posted by "Submit A Hack" Page

The screenshots must be 256x224 or less and must be PNG images. Screenshots may not be any larger than 512 KB. You must submit at least 1 screenshot.

How to make a good screenshot:
Play your hack in Zsnes. When you want a screenshot hit F1. This should bring up a menu. The bottom option should say IMAGE FORMAT:. By selecting that option and pressing enter, you can switch between BMP and PNG. In this case, we want PNG. Now select SAVE SNAPSHOT and press enter. The image will be called <rom name> xxxx.png (where xxxx is a number) and will be saved in your Zsnes folder.



^ This is not a screenshot.

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

Hack Name: mario: a strange dream Demo - 141.9 KB - 29 downloads.
Length: 6 levels
Author: dinosaur horse thing - Submitted by: dinosaur horse thing
Description: this is a demo of my new hack
which is based off of mario having a dream
i thought of that because he has lotsa lives... it has to be a dream
--------------------------------------
My Short Review
It looked good by the screenshots but I was disappointed to figure it was Kaizo.
--------------------------------------
Reasons:

Parts of the title screen gets cut-off because of the slots, move some of the objects away.


As soon as the intro screen loads, I fall right into a pit of munchers, this is not good the player shouldn't be able to die in the intro.


There are munchers right above Mario, since the screen didn't scroll up and there was no signal I died without seeing how, take out the munchers.


I can die here too.


You need to capitalize some of these words. Also you have to jump off to activate the message, though you don't die don't do that, just add some land or at least make the message appear in the 1st screen. Also take out the munchers in the intro.


There are a few errors here. 1st in the bottom right, part of the hill is wrong, I can't get out and I have to kill myself using the nearby muncher, it's floating, (hard to see but it is) and...


...the mailbox is a 3-up. So fix the BG, take out the cement blocks, and take out the 3-up box.


I don't consider a removal reason, but you should fix the "S" it's a simple hex edit.


Though this was rather easy it can still be annoying.


The time limit is short and this is only the beginning of the level, increase the time more.


Because these munchers are shorter I can die about a frame if I'm correct.


This jump was really annoying since it was impossible, unless...


...you get the mushroom. There was no clue or anything about the mushroom there, put some coins or something to make it more easier.


When I get this goal, I die. But in order to complete this level...



...I had to go under the goal post. Also that ledge below the goal post is using the bottom row of Lunar Magic, don't use the bottom row as it will not appear in LM. (Though I'm pretty sure that's what you meant to do.)


I know the overworld isn't finished but you should delete the rest of it since there is cut-off.


This looks strange, why not use a regular pipe?


Also when I come out of that pipe, I can get hit if I don't move fast, not good.


I'm not sure if you changed the palette or not but when I press the silver P-switch...


...it acts like a blue P-switch. Change the palette.


If I don't make it to the pipe when this falls down...


...I'm pretty much stuck unless you do that one glitch where you enter the pipe in midair which is not good. Put the pipe all the way down or something.


Uhh... what is this? Use text instead of hyphens.


On the left of that rope there's some random tile there that is cut-off. Also the palette is bad for the rope and tile.


If I don't run up the triangle and try to go jump from under it, an invisible block appears causing me to get trapped. Take out the invisible block.


This is still considered floating munchers since the lines is just so you know where the chainsaw goes.


To get here you either had to spin jump off the chainsaw or do a blindjump, both of those are bad.


What's the point in the P-switch? It didn't do anything.


To get to the actual goal was really annoying since you had to avoid touching the fake goals and do some special things, and if you touch the wrong one, then oh well. :/ Which is not good.


When you get to the right one and you don't have the yellow switch, then you die. Warn the player in the beginning of the level that you need to activate the yellow switch. Also take out the fake goals, they're annoying. Also the water is cut-off.


After I beat that level I can go to the other levels, might wanna fix that.


Like the intro screen as soon as I enter this level I have to think fast or I die.


Uhh... what magic? Are you talking about the fireworks?


Floating munchers. D:<


Blind-jump. Put coins to lead the way.


Now here's the fireworks, 1st of all there is glitched graphics, 2ndly...


It makes Mario disappear, what's the point of the fireworks? Remove it.


You cannot even get there, or at least I don't no how.


The seaweed seems to kill me for some reason.


Not really a removal reason but it seems weird that I can go through that bullet bill end, I would change it.


If I hit the P-switch around here, I can get caught in the blocks and die.


Too many banzai bills, either take 3 of them out or apply the no sprite limits patch. Though the max would be 2 without making Mario disappear I believe.


The mole is pretty far ahead, if you don't have a mushroom you will have to die since you have to take the hit.


It's pretty hard to make it inside of here.


If you fall in here your trapped.


This looks weird, also I can fall down there.


I can swim in this lava, it's called lava not water.


I know exactly what you mean. You might have forgot to add some text, same goes for the other one.


You should use that message box to tell the player that there's invisible blocks above it, though it wasn't too hard to find, it can help.


It looks kinda weird that I can stand in midair here.


Bottom row of LM is used here.


I can't swim in this lava? But if I go below it...

...I can swim in it. Use water instead of lava.


Also it's weird that this acts like a vine, why not use the regular vine graphics?


To get pass that thwomp I had to hit the turning thing which pretty much was invisible. Try to make it visible.


Blind-jump.


In this area, there is something invisible that killed me.


I can go in here.


What's up with the outside ghost house ledge?


Also the fast scroll was used here, don't use it just don't as there is some problems with it.


Cut-off pipe.


When I come out of the pipe the BG is messed up, you have the wrong Initial settings.


I can die when I hit the goal post.


As soon as I enter the level I can get killed if I move to right.


Maybe giving a tip or something explaining that you can swim in this lava would be nice. Also the corners have the wrong tiles in the top of the screen.


Then when I enter it's just the 2nd part of Iggy's castle, the only thing new was the thwomp and the fast scroll.


Not funny.
-----------------------------------------------
Conclusion:
It was ok but the fact that I don't like Kaizo and this was Kaizo... yea. You have a lot to fix, also Kaizo's aren't allowed.
NAME: Puzzle Kingdom Demo 1
AUTHOR: mariofan48
DESCRIPTION: The First Demo Of My Puzzle Hacks
Of Course I Fixed All The Errors Stated On The Hack Discussion Forum First!


DENIED!

I just read that we were supposed to delete this demo anywys, but here are some things you MUST fix until you submit a new one (or the complete hack):



Requiring a glitch to advance is a no-go! Either fix it entirely or at least tell the player what he has to do here.


I did not bring the blue P here for the first time. What in your opinion am I supposed to do now? Put a reset pipe/door here.


Major cutoff...


I hate this crap! Stacked munchers are FAIL and you better get rid of these Kaizo obstacles because we don't like to see them here! Also, get rid of those damn munchers under the blue carryable blocks. (Yes, one can't even see them because you used the bottom row in Lunar Magic, which you may not!)


At this point, this hack started to get on my nerves -.-
At first, I thought "Where the hell is that damn P-switch"... no. You don't need one. You are supposed to STAND on those coins! Seriously, what the f*ck? Replace the coins' graphics by using ExGFX with something one would assume to be able to stand on and put a reset pipe here!!! Damn it.


Where is the secret exit in this red level?? As I was bothered, I did not try too hard, but I still know that it's some rather unfair trick, otherwise I would at least have SEEN the keyhole somewhere.


I thought this was an underwater level or at least that you would be in water at some point (cf. OW picture above)?
Anyways, floating munchers -> your hack gets crushed


At this point I stopped playing this ... How the bloody hell am I supposed to get up here, dude?




In order to get this accepted, you have to stick to our guidelines. Make sure nothing in your hack or demo breaks any rule they contain!!!
I play different games on Twitch, I did speedruns of Pokemon Red and Gold, Mario Party 4, but I also do SMW stuff.
I only stream to make progress on my hack currently. Check out my twitch!

Exits done: 50, Overworld: 99%
Play through Taomb Demo 3
Taomb is alive again. Check my Twitch as I work on in it when live.

Removed
Hack Name: Mario and The time Toad (Demo 1.2) Demo - 558.6 KB - 27 downloads.
Length: 13 levels
Author: shc1993 - Submitted by: shc1993
Description: My hack Mario and the time toad.
Fixed everything and the demo ends after mushroom temple. it is 13 levels long. The difficulty is probably easy to hard and it can be done without savestates. I did not test it out on snes9x because i can't get it working but I have tested it on zsnes.

This hack uses
Xkas patches
Ips patches
Custom music
Custom Sprites
Custom Blocks
custom ExGFX
Custom GFX

Story
A long time ago before mushroom kingdom existed toads ruled the land. But one day koopa's enslaved the toads. Their leader, bowser the first demanded to see the time toad, but because bowser had an impure heart he could not use the time toad. Full of rage bowser took his rage out on the toads. but one toad wasn't going to let him do that his name was ...... toadario. in an epic battle of good vs evil toadario was victorious and used the time toad to banish bowser to the temple of time.Just before he was sealed away he promised he would break free and seek his revenge. now 4 hundred years later the barrier that keeps bowser locked up is slowly breaking. Can Mario and toad stop bowser from breaking out or will he succeed in his quest for revenge.

Reasons
I think that this hack definitely has some promise - you show that you're interested in making a complex storyline, and you're not afraid to try all sorts of things to spruce up your hack (custom sprites, custom blocks, ExGFX, custom palettes, unique ideas, etc.).

Unfortunately, in its present form, it's just not working very well.

:(


Here is the main reason this hack is being removed - this boss fight begins with a message pop-up. However, as soon as you enter this room, the boss throws a Shell at you. So, basically, if you don't move BEFORE the message pop-up (that you don't know is coming on first playthrough), you automatically down. Did I mention that the player also powers-down when they enter this room? I just did. It's a really crappy effect, especially given the fact that you basically take an automatic hit. Even if the player had two Cape Feathers in reserve, an automatic hit would suck.


On top of that, there's no rhyme or reason to what objects in this corridor are solid. I can walk through Bullet Bill Blasters, but then I walk through an area full of ! Blocks (which is lazy level design), but I can't hit any of them to produce anything.


Apart from that, one of the things that I really didn't enjoy about this hack was how it seemed like several areas were very linear and would just spam the same two types of enemies. I would have liked to have seen a lot more varied gameplay, other than "run, jump, run, jump, run, jump, jump, jump, run, run, jump, jump." The first screen above is actually one of the more non-linear screens, but on the whole the levels were very very linear (to the point of being mostly flat or a series of identical ledges). To make matters worse, a lot of the areas had auto-scroll, so the player can't just run through everything when they're bored - they have to wait for the boredom to roll past them.

:(


The graphics in this game were taken from a number of different styles. None of them really go together all that well in one single game, in my opinion.


Because you use 50 different styles, a lot of the sprite palettes just don't look right. For instance, this Banzai Bill above either smoked a LOT of pot, or it wasn't repaletted to work with this level palette. Your best bet is to always use the same sprite palettes from level to level.


Because you're inconsistent with your foreground and background palettes are in your palette chart, your status bar palettes are often very messed up. The only way to fix this is to be very careful about how you use Palettes 0 and 1.


Apply the Fade Fix Patch.


The background here clashes a bit with the foreground, and the background is also very bright.


I've never played the Donkey Kong Country games, but I hope that it's much easier in those games to tell which sections of this path will hurt you.


I guess this is the end of this section of the level, because the graphics end right here too. It looks like Cutoffnessman is back!



*SNIPSNIPSNIPSNIPSNIP*


It kind of sucks to walk along and then walk right through something that seems like it would be solid.


Glitchy map tile.


Where's the Midway Point tape?


This whole section was sort of annoying and overly difficult for the third level of the game. The player has to: a) realize that these badly paletted black block are not solid; b) bounce of all of these enemies without making a mistake; and c) avoid touching the sides of the level, since the side exit sprite is on. It just seems very Kaizo-ish and would work much better as a bonus, unnecessary secret level or side path. It also seems strange to have the player move through these blocks, but for Yoshi to interact with them if the player is hurt. (Yoshi's palette is kinda sucky, too, as is the status bar.) Along with everything else, the sheer number of sprites onscreen led to:




Not a reason for removal, but it wouldn't hurt to pick a type of Goomba and stick with it.


Not a reason for removal, but there are more graphically attractive ways to present cutscenes these days.


"I will meet you there." Also, what's with the ground being super-thin? Just seems sort of strange to see this house and ground floating with leaves behind them?

So, all in all, I think you're off to a good start, but I think the main problem is bringing together all of your different ideas and making them work better together. I also think you should definitely vary your level design a lot more - had there been better level design, and less difficulty, a person might be willing to overlook some of the other problems here.

This hack does not meet the following Hack Submission 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.

9. Quality level design
Your hack has a much higher chance of being accepted if the level design is fun. Conversely, if the level design is found to be lacking then a little cutoffness may be enough to push the hack into deletion.


[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Hack Name: Super Awesome World Demo 1.0
Length: 2 levels
Author: Master Michael * - Submitted by: Mastermichael64
Description: This is a 2 level (1 level is buggy and uncompletable but playable until the end notheless) hack It is my first hack I have ever made I used the Super Mario World Redrawn Graphics this is Demo 1.0 If you are up to helping me work on this please shoot me an Email at [email protected]!



Reasons

Unpicture-able things first: You shouldn't submit a hack this short if it's a demo (about 5 levels should be alright), and you're not supposed to change the content of the "Author:" box if you're the one who made it - if you leave the number in there, it will automatically turn into a clickable link.

Now for the stuff that's wrong with your hack:


1. The "AWESOME" text looks ugly to be honest. I suggest making new graphics for them (or just using small letters - the ones that don't have black boxes around them) instead of building leters with single-color tiles.
2. There's an annoying little black line to the left of the "W" in "WORLD".
3. You can't se it here though, since the file select menu cuts off the title text. Fix that too.
4. If possible, you should also change the file select palette itself.


Using some capitalization and punctuation would look so much better here.


Lots of cut-off land/cliff tile on the overworld.


These vines are also cutoff at the top.


Wrong corner tiles. Take a look at this:



Invisible ground is frowned upon too, since you can't see where it's safe to walk on and where there's a pit. Simply don't use the bottom row of tiles in Lunar Magic for ground.


Use proper edge tiles here (both to the left and right of Mario).


what


Even more corner problems... In fact, every corner is wrong here.


More lack of edge tiles.


Wow, thanks for the info.


Piranha Lakitu = bad. Either remove this Piranha Plant or apply the "Piranha Plant Fix" patch found in the "Patches" section.


More cutoff.


Most of thie level is unedited... I gues that's the end, then. In this case, you should make an "End of Demo" level with side exits enabled instead of letting the player access the original SMW's levels.



Well, you still have a lot to learn. I recommend reading our Hack Submission Guidelines and perhaps watching this video to get an idea of what not to do in a hack.


Hack Name: Super mario DROW demo
Author: Mariocoaster
Description: C'est un premier apercu de mon premier jeu

This is a first preview of my first game


---------Removal Reasons :o------------



This is not a proper screenshot. To take a proper screenshot, play your ROM in ZSnes and click F1 when you feel you have a good shot, and press Enter on 'Save Snapshot'. Make sure the option at the bottom says 'Image Format: PNG' instead of BMP.
Hack Name: SMW - Press Z on Title Screen - 1 KB - 0 downloads.
Length: Unknown
Author: Joshua Harrison - Submitted by: mariomaker6
Description: Makes the words "Press Z" appear on the title screen.

Give credit if used.:)


You do know that anyone could do this in about 30 seconds right?
IRC Quotes (March 20th update!)

/MKICK 4: Flantastic Puns
Hack Name: SMW - Darkened Palette Demo 1 - 4.3 KB - 1 download.
Length: Unknown
Author: Joshua Harrison - Submitted by: mariomaker6
Description: Just a pallete change made for darkness.I'm submtting the level palletes (forgot to make OW pallete yet).

If used give me credit for palletes :)


Kill me now.

Well the palettes are actually quite good, there isn't even close to enough changed to have this submitted to the site.
IRC Quotes (March 20th update!)

/MKICK 4: Flantastic Puns
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