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Hack Removal Log
Forum Index - Sunken Ghost Ship - Display Case - Hack Removal Log
Pages: « 1 229 30 31 32 3358 59 » Link - Thread Closed
Okay, bear with me because I'm tired. The only thing keeping me awake is a ton of coffee and really loud trance music. Seriously, listen to this song, guys. It's freaking AWESOME! </offtopic>

Removed
Hack Name: Super Mario World: The Star Field - Demo 1 Demo - 259.9 KB - 21 downloads.
Length: 24 exits
Author: vysethelegend47 - Submitted by: vysethelegend47
Description: This is the first demo of my hack, featuring worlds 1 and 2. One difficult world 7 level can be found via secret exits. It's mostly a vanilla hack, though it features SMWRedrawn graphics and custom music. Enjoy!

Reasons
This hack does not meet the following guidelines
Quote
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.


First of all, what I could play of it before getting frustrated was very nicely done aside from the errors listed below, and you definitely have a grasp of what you should be doing. This is quite a good hack, and quite challenging, and once the stuff below is fixed, it will be acceptable.

Violations of standard 3</b>




Summary: Cutoffness Man strikes the red stone walls in the castle - your best defense is to not use those walls since you're going for a true vanilla hack, and those tiles lack outlines of their own. There are castle walls for normal castle ground that have outlines though, if you must have a sort of thing to hold up the stone.

Second image, you can only see that large mass of cutoff if you re-enter the pipe. So, what you'd want to do is stretch some of that dirt over the next screen to the right, all the way.

Violations of standard 7a</b>







(The P-switch, not the bullet.)



Summary: The tide level, Magnetide, I believe, is where I stopped playing. A huge issue here is that you are abusing a glitch to get through the level. You have to time your jump to get across a platform on a broken tide that scrolls with the camera, which isn't right... never ever ever incorporate glitches into your level design. This is the main reason for the hack rejection thus far.

Another big thing was hit-or-miss with that line-guided platform in screen 2 of this category - four times out of five, it spawned way too far away for me to be able to jump to so I ended up falling to my death. If you could use the platform type that stays stationary until you step on it, and put it to the left side, that would be extremely useful in fixing this. Also why testers are valuable - things that don't occur every run can be spotted that much more easily.

I got stuck between the turn blocks and the other stuff that's in the pic, I don't remember what it is, just that it's stuff. Yeah. Stuff. ...a solution without altering your idea would be to take out the middle turn block that's next to the ? blocks. That way, you can always get out in any form by wedging yourself between the turn blocks (duck if you are big) and jumping.

You need some other way to get by if you fail a P-switch race. Getting stuck isn't fun. An alternate path to your destination, or a reset door/pipe is recommended.

Last image was my stupid mistake of dropping the springboard down there because I'm a modera-durrrrrrrrrrr. But I still can't get it and can't go anywhere now. :[ What you'd want to do is, apart from where you can climb up it, make a hole so you can fall down to below this part and climb back up the stone staircase thing, or remodel it some other way.

Anyways, other tips for the remaining levels that I couldn't get to: Enemy use - you will want to test thoroughly to make sure you didn't place enemies in a place where you have little time to react to them or are almost forced to take damage. Remember that unlike the author, the player probably has not seen the whole level layout beforehand, and can not guess where each hazard is to anticipate it and has to see it and be able to react accordingly. Margin of error is important if you want a difficult hack that is still fun to play... and so far you've done well managing that.

I bring this up because looking through some remaining levels, I see some enemy placement, like a blue koopa that kicks shells, pretty close to where you enter a stage. Not too frequently, though.. but it's still a potential concern.

Unexpected end tag (</b>) at 1756, expected </span>
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Just look above you...
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Name: My level for level contest
Author: surfiin' bird
Description: 1 Level



I had no paticular problem with this level. Some things could have used an ironing out aesthetically, but it played fairly and was fairly enjoyable.

The main problem was length: The hack consists solely of a single, normal-length castle level. It's a good castle, mind you, one that reminds me of the original SMW ones, but it's too short to accept. Sorry!

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That level should actually be uploaded to an external file sharing site and linked to in the level contest thread. If you read this, please do that, otherwise I won't accept your level as a submission.

Name: Super Awesum World
Author: camtheman3245
Description: My Hack of pure AWESOMENESS!

PS. I spelt it like: Awesum because I had to fit the name on the title screen.



Based on your patch's filename and lack of effects, I think you submitted a patch to turn your hack back into a clean rom, rather than vice versa. Try again and resubmit.

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Name: Bowser's Armada
Author: One Chance Speedrunner
Description: A smal demo of my upcomin hack Bowser's Armada it might be a little glitchy but i'm goona fix it!



Your zip file contains a copy of Lunar Magic, a screenshot of your hack, and the patch for... Final Fantasy: Super Moogle World! Why are you submitting other people's hacks instead of your own? Especially hacks from this very website? Siiiigh.

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Name: Super Mario Island Bros. Demo
Author: The Guy Who's Made of Fire
Description: I don't know when I'll release the full version.



Submitted a Windows shortcut to "C:\Documents and Settings\dad\Desktop\Zach's Toy Chest\Super Mario Island Bros\Super Mario World (U) [!].smc" instead of a IPS patch. Why no, I don't believe I just typed that either.

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Name: SUPER MARIO GRAND ADVENTURE
Author: cloudyboy
Description: Mario visit a new land that he never visit before but something changed .. what??



Bad patch, game crashes on selecting a file.

<blink>TEST YOUR PATCHES BEFORE YOU SUBMIT THEM, OR WE WILL DECLINE IT WITH SOME FORM OF MOCKING, CONDESCENDING REMARK! I'VE REVIEWED FOUR HACKS TONIGHT THAT I DIDN'T EVEN GET TO ACTUAL GAMEPLAY WITH! THIS IS A BAD THING.</i></blink></font>
Unexpected end tag (</i>) at 491, expected </u>
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Name: Super Yoshi Revenge World
Author: Grif2005
Description: Yoshi had it with being killed in a rom hack. They take revenge on Mario in 4 levels of challenges and a castle where Yoshi teams up with Iggy Koopa to kill Mario



DON'T SUBMIT ROMS. 24 hour ban4u!

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Name: My hack
Author: Mariofan143
Description: short hack. Not really worth downloadig



<blink>DO. NOT. SUBMIT. ROM. FILES!!!</blink>

Eat ban.
Unexpected end tag (</blink>) at 183, expected </font>

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Name: Super Mario World 3 "The Return Of Bowser" DEMO
Author: thefriendlybaron
Description: Well I've been working on this hack for awhile,this is the demo of it.The full version will be released soon.



What the christ is with you people and submitting ROMs? You can answer me in 24 hours.

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My Hacks:

Name:Mario Vs Bowser 1 Level Demo
Author: PikaGuy55
Description: Yay Mario has been In a mission to save the Mushroom Kingdom Of once again and it is my hack and Level 2 is Not dome yet i hope you like my hack



STOP SUBMITING ROM FILES YOU CHUCKLEHEADS

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Name: Super Soleth World
Author: Crazy Ninji
Description: A demo of a tricky hack!
Includes a few custom sprites and lots of Map16 work.



Your IPS patch is empty. As in, it has nothing in it. Please test your patches before uploading, to ensure that they correctly patch to a clean, 512kb SMW ROM.

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Name: Bowser's Armada Smal (demo)
Author: One Chance Speedrunner
Description: here's the real smal (demo) sorry i acidently made a copy of the moggle hack in the same zip file as bowser's armada (demo) i hope it works now!^^



OK, first off, this hack is really short. Like, three normal-sized levels, and a single screen end-of-demo level. I'd highly recommend doing more (at the least, a full world) before releasing another demo.

While you're at it, here're are few things to help you.


This house is kind of, well, bad. It shouldn't be too hard to make something that looks a little more like a house using the default tiles. Also, lots of blank space around it.


Spotlights and message blocks don't mix. Try and keep message blocks outside of spotlight levels for this reason.


Your hack had a lot of sprite graphic incompatibilities. I'd recommend either picking and choosing what enemies you want to use in each level based on the graphics available, or splitting up levels into subareas so you can have a wider variety of graphics going.


There was also some nasty cutoff in some parts. You might want to look into these?


Finally, I'd recommend asking a friend or betatester to proofread your text. Not a removal reason, rather just a suggestion.

The levels weren't bad for a newbie hack, but you could use some more practice, and more levels.

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Removed: Super Noob World
Author: Noobish Noobsicle
Description:

A really hard hack designed to bring out the inner noob in all of us. I found a big bug in Morton's Castle that was caused by some edits from the last rejection that I didn't catch until now, so I fixed it.

Reasons:



Throwblock Hell in an early level. Very easy for the player to screw themselves here, and even when I did get out I barely had a few SMW seconds remaining when I got to the goal BY FLYING.

This section isn't difficult in th fun way. It's just tedious, unreasonable, and shoddily designed.




Immature yoshi message. I certainly didn't find it to be funny, and I have my doubts others will either.



Minor complaint. That level tile looks a little funky the way it's both on the top of the hill in front of the path, AND on the path itself.



No vertical scroll is enabled, so the player becomes unable to see Mario.



This Balloon Segment is repetetive, and just goes on forever. Flying to the right, passing by a set of 2 ? blocks while avoiding falling parabombs and regular bob-bombs. If you do not stop to grab EVERY SINGLE BALLOON that is offered, you will die. However, the LAST set of ? boxes are both nothing but coins, so if you stopped to try to get another balloon from them like you usually would everywhere else in the level, you will perish, as you will have wasted your time and will not be able to float to the end. That's just unfair.



No vertical scroll once again. -_-;




Yoshi's Island map was edited, but the Main Overworld is utterly unchanged? o_O



Very informal and somewhat immature message again. (using many !!!s in excess is especially annoying)

Also, the music here is ABSOLUTELY EAR BLEEDING.



The vast majority of the level after that message box is this. The so-called "thunderclouds" are actully (somewhat ugly if I say so myself) graphics edits of the muncher. Navigating through this long maze on a cloud, avoiding every wall and ceiling like the plague and contending with enemies at the same time while being assaulted by malicious sound waves from your PC speakers is NOT fun.

After you get through the maze, there is a pipe you have to go through to move on. This pipe will take you here:



Though not evident from this shot, the walls are all exanimating every color imaginable. Though it's a cool effect, it's a bit rough and can be a little hard on the eyes. Also, the ? blocks glitch up in here, in a sort of half tic tac toe bonus game thing.

The pipe out of here at the top leads to this:



Umm....yeah. Mario spawns WAY too low and dies. Thus the level is uncompletable. :(


So yeah....I do believe I gave this hack a fair chance. I played through as much as I could, and found many things that definitely need fixing, especially when the hack itself is cut short by a design oversight. Please resubmit your hack when you have fixed all of these problems.
Removed
Hack Name: Sper mario World 3: Journey to the Forbidden Wasteland *DEMO* Demo - 147.6 KB - 48 downloads.
Length: 5 levels
Author: bleebeebee - Submitted by: bleebeebee
Description: 10 years after mario defeated Bowser, Bowser has got his act back together and has built a new fortress in the forbidden wasteland! The main path from the safehouse to the fortress has been blocked, and Mario has to adventure to each of the four regions and get to the fortress!

*Note that this is only a demo, so there are still some very minor graphics glitches in the first castle that don't interfere gameplay. only the first area is completed, but expect the full version in the near future!

Also note: NONE of the custom music is mine. I give credit to all who made them, because if I could, I would make my own.

Reasons
The hack does not meet the following required standards for approval:
Quote
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.


Violations of standard 3</b>




Summary: Try Sprite Memory setting 0E and it should remedy much of this... hopefully. Acknowledging your problem does not make it passable - you should fix as many errors as you possibly can before you someone submit something. <_< >_>

Violations of standard 4</b>
This is the main reason for the rejection.

Although the hack is four levels and a Yoshi's House-type stage, it's much too short. Most levels can be beaten in under 30 seconds aside from the underwater level, and if you include the boss as part of the castle.

So literally, the whole demo lasts about 3 minutes. Some feedback I can offer though: A more underwater-like palette for the underwater level would be much appreciated since as it is, it doesn't look very aquatic at all. The rest of the levels have just one idea prolonged for about half the level but the levels themselves are too short to make it noticably repetitive. You're probably going to want to expand your levels and broaden your concept range for them.

Violations of standard 7a*</b>


Summary: Ok, I asterisked this one because you'd have to be a complete moron to actually get stuck, as you can see the obstacles you need to bring the switches near before you can even find the switches themselves. Nonetheless, I would have some way to reset the puzzle.

Unexpected end tag (</b>) at 1834, expected </span>
Unexpected end tag (</b>) at 2273, expected </span>
Unexpected end tag (</b>) at 3078, expected </span>
Tag (b) was not closed.
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Just look above you...
If it's something that can be stopped, then just try to stop it!
Removed
Hack Name: SMW: Morton's Tyranny - 19.7 KB - 27 downloads.
Length: 8 levels
Author: Pirate Yoshi - Submitted by: Pirate Yoshi
Description: You must be thinking right now, "How could he find time to make another hack when all he does is post on the Forums?" Well, I don't know, actually. I just did.

This hack is a continuation of Iggy's Island (mine, not the other guy's) and features longer, and slightly harder levels. It also has proper paths on the OW.
This is just another short hack, nothin' too special.

Oh, and before you people start giving this hack bad reviews, no, there aren't credits after the boss. If that's all you want to review about, than you can go review someone else's hack. One that does have credits.

Story:
Morton, after hearing of his brother, Iggy's, death, decided to come to the isalnd and terrorize it. He, with his battleship, tore the island into three pieces. The Yoshi Brigade (the defenders of the island) managed to sink hi ship, but it sank on top of a rock and is still slightly above water level. Morton sent foot troops to capture all the Yoshi's, so now it's up to Mario to stop Morton!

I hope I have the right screenshots for this...

Reasons
Hack does not meet the following minimal standards for approval:
Quote
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 3</b>




Summary: Small problems. Key vanishes, but nothing else does. The second pic is highly illogical because Mario is behind the net, yet the Thwomp is in front of the net, but the net is also in front of Mario... so it's basically like one of those impossible pics.

These are negligible, and the second one is more trouble to fix than it's worth.. it's the stuff in 7a you really want to worry about.

Violations of standard 7a</b>






Summary: The first screen in this category is the big removal reason. The mushroom doesn't come down since it gets stuck on the top bone (and sometimes slides through the slope, but SMW's slopes are derpa anyways) and if you don't have Yoshi, the only way to get the mushroom is to swim up there and grab it - thus making you stuck until time runs out. This can be fixed simply by reducing the length of the bone.

For the second screen, I tried going offscreen and letting them pass but when I returned, I was too far away from where their spawning point was, so they just came back. You can not pass by them as big Mario w/out a fire flower unless you use savestates and try to slip between the fish (ceiling = no good), so I suggest removing a fish.

In the last screen, you will want to put some ground below the player so that if the player isn't really active for the first few seconds of the level, s/he doesn't fall right to his/her death.

Violations of standard 7b</b>


Summary: This happens because the surface of lava acts like water. You might want to make a new Map16 tile with the graphics of the lava surface, but the behavior of property 5. Open the Map16 editor, click the lava surface, go to edit 16x16 properties, make it act with property 5, go down to a blank page between 3 and F, right click, and press F9. That being said, this is incredibly minor.

Anyways, other than these things, this hack is pretty okay. You did alright on it.

Unexpected end tag (</b>) at 2270, expected </span>
Unexpected end tag (</b>) at 2857, expected </span>
Unexpected end tag (</b>) at 4057, expected </span>
Tag (b) was not closed.
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Just look above you...
If it's something that can be stopped, then just try to stop it!
Removed
Hack Name: Super Mario Doom [DEMO 2009] Demo - 134.8 KB - 29 downloads.
Length: 4 levels
Author: stummelworks - Submitted by: stummelworks
Description: This is the first Game of a german Rom-Hacker and
"super mario world"-fan.

"Super Mario Doom" is the story of Marios last adventure...

...because everyone of us become to die...

Reasons
The hack does not meet the following minimal standards for approval:
Quote
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.

HOWEVER. This is because the patch itself is broken!

None of the hack is accessible because you are permanently stuck in the intro, as the message does not appear. You also walk down a slope to your death in the title screen and become permanently stuck there.

Your base ROM was not clean - when searching for a clean ROM to move your work to, look for a [!] in its name - that means "verified clean dump". If you aren't sure if just having it in the name means anything, then there is an online tool on this site that will check to see if your ROM is indeed clean.

Remember to always patch your hack back to a clean SMW ROM before uploading.

Just look above you...
If it's something that can be stopped, then just try to stop it!
Removed
Hack Name: Mario's Bathroom Adventure Demo - 265.2 KB - 31 downloads.
Length: 13 levels
Author: Noobish Noobsicle - Submitted by: Noobish Noobsicle
Description: Oh, No! Mario has to go to the bathroom! Help him find a toilet before his bladder bursts!

Reasons
Hack does not meet the following minimum requirements for approval:
Quote
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.

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.

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.

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.


...Why so <big>?

Violations of standard 3</b>




Summary: Okay, nothing <big>big</big> here, but I would allow more space for the fire. Also, due to your sprite usage here, sometimes enemies flicker across the screen in weird places. You should probably cut down. Also, the cloud slopes look bad with the current palette. Use the Map16 editor to assign different palettes to the clouds, and custom palettes to recolor them.

Violations of standard 7a</b>








Summary: First image is a blind jump. I had no clue if I was jumping to my death or whatever.

I spent a long time trying to beat the forest level and couldn't because of the extreme enemy spam (EVEN WHEN YOU CAN'T SEE THE ENEMIES BECAUSE THEY ARE BEHIND THE TREES) and the fact that you have no idea where to guide the coins because the cement blocks are offscreen even with the R scrolling, and pretty much half the level was extremely laggy because of the enemy spam. Terribly cheap and annoying level design... it's so stupid to be killed by stuff you can't even see.

The P-switch puzzles are all stuck-forever or forced deaths if you mess up as well. You should have a reset door on solid ground because if you use the P-switch in the wrong spot and don't know about the ? block floor it creates, you are screwed. I couldn't get a good screen of that one.

Remember, as the author, you have an advantage over everyone else because you created the level to begin with and know where everything is and how to win. Think from the player's perspective - find beta testers from all walks of life so that you can get useful feedback, not just the people who crave the most difficult game they can find.

Unexpected end tag (</b>) at 1852, expected </span>
Unexpected end tag (</b>) at 2436, expected </span>
Tag (b) was not closed.
Tag (b) was not closed.

Just look above you...
If it's something that can be stopped, then just try to stop it!
Removed
Hack Name: Mario and The Fragments of Dinosaur Land Demo - 414.3 KB - 40 downloads.
Length: 8 levels
Author: ~2~ - Submitted by: ~2~
Description: Not the best hack but the hardest I've ever worked on a hack plus there is a super secret level pm if you find(its not really a big part in the game) P.S. its a Demo

Reasons
The hack does not meet the following minimal requirements for approval:
Quote
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.


Violations of standard 3</b>














Summary: I wouldn't make the Super Famicom world accessible, because you can't go back and play the first world because the stars are bugged. The Yellow Switch Palace makes me think you forgot to press F9 to save your Map16 data. Many of the other graphical errors can be fixed easily, but the whole Special World map should be redone. Also, try either of the fadefixes - the one in the ROM map will prevent all color fading except in boss rooms, and the patch will cause most colors in palettes 0-7 to fade aside from status bar colors and the flashing gold of palette 6.

Violations of standard 7a</b>


Summary: Death on entry. Sealing off access to the Special World will eliminate this and many other errors that occur late-demo. Without the Yellow Switch Palace, the hack is still long enough to meet the standard for length.

Unexpected end tag (</b>) at 1153, expected </span>
Unexpected end tag (</b>) at 2189, expected </span>
Tag (b) was not closed.
Tag (b) was not closed.

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

Name: super lost world(name pending)
Author: jaiden lips/ 4882
Description: hey guys its my first okay hack please enjoy it and rate fairly



Bad patch - game crashes after the Nintendo logo.

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