Removed
Hack Name: The Fatal race of Mario - 58.7 KB - 10 downloads.
Length: 17 levels
Author: reallybighacker - Submitted by: reallybighacker
Description: The story is that mario find a flyer for a race in race land. He thought that he could get a few coins after buying the bowser owner 9000, which was faulty. So he goes to regestration counter so he can enter. When he fanally gets there after a 1h 30min wait, he gets kocked out by some nerve gas. When he wakes up, he finds himself in a stone block cage. After waiting what felt like forever, he was finally released. This race.. was leathal. Chucks, munchers and invisible coin blocks were all around him, it was him aginst the clock.
This is the final version of my hack. I have added an extra world and some plot. Also, I had sucess with editing level 104 without glitching it up. If you are having problems with the patch, try expanding the rom first.
(Please delete super race world v1.1 and this text once read.)
Reasons
1. A glitched Lakitu that throws glitched Spinies. If it still displays correctly in your ROM, and when you made the patch, the SP tileset was correct for Lakitu and Spiny to appear, then that's proof that the patch was made from a dirty ROM.

Like I said, you need to get a clean ROM to move your stuff to or these glitches are just going to become more rampant. Once you really do get a real clean ROM, make a backup of the real clean ROM and patch the hack to that one (and not the one you made your hack from) and you'll see what I mean and see the exact same glitch. :/
2. The problem is not with the message itself, but the fact that the message comes on in a room with a light in it, making it get really dark when the message box comes up, then light again when the message goes away. You should take out the light and the switch and make this a normal horizontal level and enable custom palettes to just make it darker than what it would normally be. Or, make a part before this with the message, then enter this room.

3. Lots of bad palettes this time around.
Sprite palettes were changed from the last version of Super Race World, and for the worse:

This is what you want to do for palettes A-D if you want all sprites to be red-scale:
0 = transparency
1 = white
2 = black
3 = dark red
4 = medium red
5 = light red
6 = dark orange
7 = medium orange
The rest should stay the same. To keep the same "type" of red throughout, you should make your first red, and copy it twice onto the custom colors so that you can carry it around and use that color as a base for another color, preferably start on the left with the dark red, then go onto the next color, pick the same red from the custom color box and drag the pointer up a little, copy twice, then repeat for the last shade.
Copy those three reds (first copied 4x, second copied 3x, last copied 2x so they're all there) and paste them on the same relative spots in the other three sprite palettes in A-D, and save colors to ROM if it's a global change/save the custom palette if it's one level.
Then, there's the caves of the Marathon of the Old level from the video. I pointed out what you should do for these in your hack thread. The BGs just need a bit of work and are actually somewhat fine, but the FG palettes are pretty bad.


(Palette 1 = BG and Palette 2 = FG, make a dark-to-light-from-left-to-right gradient over colors 3-7 - maybe 2 if the outline color is not black - to make these BG and FG colors look not messy. There's also a chunk missing in the background in both screens - add it back in with the BG editor.)
4. It's extremely easy to lose Yoshi in the first half of the level since there are so many sprites that throw other sprites at you, and it's slippery. If Yoshi runs offscreen or falls down a hole, the upside is that he respawns. The downside is that there really isn't enough time to keep catching Yoshi if you get hit - you're lucky to have enough time if you lose him and catch him back right away just once, and if you lose him when you get too far ahead, you will die by the time you get back to the beginning to get him again.
If you make it so that Yoshi can't run off-screen by adding a wall to the left, and get rid of pitfalls that Yoshi can be lost in after getting hit and make only the last part a pitfall, and break the level into "segments" where Yoshi can't run much further back than where you currently are onscreen, then it might be workable, but current standards do not allow Kaizo traps.

5. Now for some minor stuff that barely matters. First up is that Koopa stuck between the two steep slopes, twitching back and forth. He should be removed.

Again with the wallsprings - they look weird digging into the wall on either side. Move this one to the left one tile, and move the two rectangular ground chunks above Mario to the left one space.

There are also some sprite tile memory problems in parts where you have the extending bridges of turn blocks so close together. They sometimes disappear - reduce the number and space them out a bit or use xkas to insert the "no more sprite tile limits" ASM.
Just look above you...
If it's something that can be stopped, then just try to stop it!
Hack Name: The Fatal race of Mario - 58.7 KB - 10 downloads.
Length: 17 levels
Author: reallybighacker - Submitted by: reallybighacker
Description: The story is that mario find a flyer for a race in race land. He thought that he could get a few coins after buying the bowser owner 9000, which was faulty. So he goes to regestration counter so he can enter. When he fanally gets there after a 1h 30min wait, he gets kocked out by some nerve gas. When he wakes up, he finds himself in a stone block cage. After waiting what felt like forever, he was finally released. This race.. was leathal. Chucks, munchers and invisible coin blocks were all around him, it was him aginst the clock.
This is the final version of my hack. I have added an extra world and some plot. Also, I had sucess with editing level 104 without glitching it up. If you are having problems with the patch, try expanding the rom first.
(Please delete super race world v1.1 and this text once read.)
Reasons
1. A glitched Lakitu that throws glitched Spinies. If it still displays correctly in your ROM, and when you made the patch, the SP tileset was correct for Lakitu and Spiny to appear, then that's proof that the patch was made from a dirty ROM.

Like I said, you need to get a clean ROM to move your stuff to or these glitches are just going to become more rampant. Once you really do get a real clean ROM, make a backup of the real clean ROM and patch the hack to that one (and not the one you made your hack from) and you'll see what I mean and see the exact same glitch. :/
2. The problem is not with the message itself, but the fact that the message comes on in a room with a light in it, making it get really dark when the message box comes up, then light again when the message goes away. You should take out the light and the switch and make this a normal horizontal level and enable custom palettes to just make it darker than what it would normally be. Or, make a part before this with the message, then enter this room.

3. Lots of bad palettes this time around.
Sprite palettes were changed from the last version of Super Race World, and for the worse:

This is what you want to do for palettes A-D if you want all sprites to be red-scale:
0 = transparency
1 = white
2 = black
3 = dark red
4 = medium red
5 = light red
6 = dark orange
7 = medium orange
The rest should stay the same. To keep the same "type" of red throughout, you should make your first red, and copy it twice onto the custom colors so that you can carry it around and use that color as a base for another color, preferably start on the left with the dark red, then go onto the next color, pick the same red from the custom color box and drag the pointer up a little, copy twice, then repeat for the last shade.
Copy those three reds (first copied 4x, second copied 3x, last copied 2x so they're all there) and paste them on the same relative spots in the other three sprite palettes in A-D, and save colors to ROM if it's a global change/save the custom palette if it's one level.
Then, there's the caves of the Marathon of the Old level from the video. I pointed out what you should do for these in your hack thread. The BGs just need a bit of work and are actually somewhat fine, but the FG palettes are pretty bad.


(Palette 1 = BG and Palette 2 = FG, make a dark-to-light-from-left-to-right gradient over colors 3-7 - maybe 2 if the outline color is not black - to make these BG and FG colors look not messy. There's also a chunk missing in the background in both screens - add it back in with the BG editor.)
4. It's extremely easy to lose Yoshi in the first half of the level since there are so many sprites that throw other sprites at you, and it's slippery. If Yoshi runs offscreen or falls down a hole, the upside is that he respawns. The downside is that there really isn't enough time to keep catching Yoshi if you get hit - you're lucky to have enough time if you lose him and catch him back right away just once, and if you lose him when you get too far ahead, you will die by the time you get back to the beginning to get him again.
If you make it so that Yoshi can't run off-screen by adding a wall to the left, and get rid of pitfalls that Yoshi can be lost in after getting hit and make only the last part a pitfall, and break the level into "segments" where Yoshi can't run much further back than where you currently are onscreen, then it might be workable, but current standards do not allow Kaizo traps.

5. Now for some minor stuff that barely matters. First up is that Koopa stuck between the two steep slopes, twitching back and forth. He should be removed.

Again with the wallsprings - they look weird digging into the wall on either side. Move this one to the left one tile, and move the two rectangular ground chunks above Mario to the left one space.

There are also some sprite tile memory problems in parts where you have the extending bridges of turn blocks so close together. They sometimes disappear - reduce the number and space them out a bit or use xkas to insert the "no more sprite tile limits" ASM.
Just look above you...
If it's something that can be stopped, then just try to stop it!