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Hack Removal Log
Forum Index - Sunken Ghost Ship - Display Case - Hack Removal Log
Pages: « 1 231 32 33 34 3558 59 » Thread Closed
Removed: SMW in a Patch
Author: Mr. Hister
Description: "SMW in a patch, just add an SMW ROM!"

Uh, what?

Originally posted by Readme file
The directions are so simple. Find an SMW ROM and aplly the patch to it, and then enjoy.
{snip}
Don't ban me, staff.


Next time you submit a blank IPS file, you won't get off so lucky.

HoleNet.info

Removed
Hack Name: Super Mario Bros, Bros2, World 3 Remake Demo - 253.2 KB - 22 downloads.
Length: 7 levels
Author: Invincible_Mario O_o - Submitted by: Invincible_Mario O_o
Description: A SMW game with ExGFX that are GFX of old SMB games

( this is a Demo)

Reasons


It's a corrupt patch. When you make a patch, be sure to patch it back to a completely unmodified, clean SMW ROM and play through to be sure it works. Also, just a reminder: If you have not repaired errors listed in the previous removal log of your hack, please take this time to do so.
Removed
Hack Name: Bowser's armada (demo) Demo - 2.3 KB - 1 download.
Length: 7 levels
Author: One Chance Speedrunner - Submitted by: One Chance Speedrunner
Description: sorry did wrong AGAIN! i DON'T KNOW WATH I'M DOING WRONG PLEASE HELP ME!

Reasons
The file that was included in the ZIP had no extention. When given the extention .ZIP, it appeared to have an IPS and a shortcut to an IPS inside, but the IPS "Kopia av Super Mario World (U) [!].ips" is broken. No changes are made to the SMW ROM.

To create an IPS file, run Lunar IPS, select the unmodified SMW ROM first, then your hack, then name the patch. Be sure to patch it back to a clean SMW ROM again and verify that it works.
Removed
Hack Name: Super Yoshi Revenge World (FINAL) - 24.1 KB - 13 downloads.
Length: 5 levels
Author: Grif2005 - Submitted by: Grif2005
Description: Yoshi's take revenge. Mario's goal? Escape from the wrath of the Yoshi's and defeat their assassin Iggy. Will Mario Succeed and clear his name? it's up to YOU

Reasons
The hack fails to meet the following requirements for acceptance:
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.


Violations of standard 2 and 3</b>


Summary: Unnecessary cutoff in the slope, unnecessary stacked munchers, unnecessary level. End your slopes in walls, and root the munchers' stems to something flat-surfaced - stacking them looks very bad. In addition, the pacing is tedious, and if the Pokey falls off the munchers on the left, you are forced to die.

Violations of standard 3</b>


Summary: Stacked munchers, but that's beside the point - you do not have "No Yoshi Intro" for this level, and you have a baby Yoshi in it - this causes a big glitch with adult Yoshies in the level because whenever a baby Yoshi is present, Yoshi's head will glitch up and turn into a baby Yoshi. You can fix this by using one egg instead of a green baby Yoshi out in the open - try a yellow egg if you don't want to make the special Yoshi give the player too much of an early advantage.

Violations of standard 7a and 2</b>


Summary: Blatant 105 edit with a "react now or die" scenario upon entering the level that is extremely difficult to dodge, especially without forewarning. Use CTRL+DEL and keep your levels reasonable.

Violations of standard 7a and 3</b>


Summary: The berries on the Yoshi House have very bad palettes, the enabling of horizontal scrolling causes the fire and the birds to move with the camera, and on top of all that, you have a stuck-forever trap that requires the player to reset.

--
Side note:

You really should make these gaps bigger because getting out of this as large Mario is not fun.

You should probably start over if you are serious about making a professional SMW mod, and refer to the Hack Submission Guidelines to know what we expect of each mod uploaded. This content also falls into violation of rule 4d of the rules.

Unexpected end tag (</b>) at 1274, expected </span>
Unexpected end tag (</b>) at 1720, expected </span>
Unexpected end tag (</b>) at 2342, expected </span>
Unexpected end tag (</b>) at 2678, expected </span>
Tag (b) was not closed.
Tag (b) was not closed.
Tag (b) was not closed.
Tag (b) was not closed.
Removed
Hack Name: Super Havoc World Demo - 424.3 KB - 13 downloads.
Length: 52 levels
Author: TheProgramer - Submitted by: TheProgramer
Description: The Rom Hack is pretty much finished. Every level is finished and polished and I have played through them all several times (believe me! I spent about a year creating this, I've played it threw a few times). It's still a demo because i'm open to making changes if I see people review it and they make a good sugestion. I am also aware that the event tiles for the overworld are not perfected and that the castles dont get destroyed, and the message boxes that display the image for the Switch Palace. These are all minor things that I will fix after I get a few reviews in.

The Rom Hack starts off with a completley redsigned overworld! The first world is more hard than fun but from the first castle foward it get's a TON more fun. Don't get frustrated and give up on the first World! There are a few times when you are not allowed to use save states (whenever you see a half-way point). If the player does use save states the level becomes less fun and/or challenging. The story line is unique and creative and it takes shape after the first castle. There is a bonus area (screen shot) that if you figure out how to get to will give you the ability to skip giant parts of the game, but you will lose story line doing so. Feel free to review, I welcome it and after I get back all the feed-back I will release the final versian (but like I said the few things to change are mostly minor graphical stuff). ENJOY!

Reasons
Quote
1. You must submit an IPS file, NOT a ROM of any kind!
Use this tool to create your IPS file, and put the patch in a ZIP. Commercial ROMs are illegal, and we will not host any on this site. Uploading a ROM will result in a 72-hour ban for the first offense, and if you do so again, you will be permanently banned from SMW Central.


I also believe this is the second time you have uploaded a ROM. Remember, you MUST submit an IPS! We will not accept commercial ROMs!
Removed
Hack Name: The Saga - Kame Demo - 694.3 KB - 68 downloads.
Length: 7 levels
Author: Rauy Style - Submitted by: Rauy Style
Description: THE SAGA - Kame
DEMO

HISTORY: The new son of Bowser, tired to follow orders of its father, decides to become new King Koopa…

HDMA:No
CUSTOM MUSIC:Yes
CUSTOM BLOCK:Yes
CUSTOM SPRITES:Yes
CUSTOM BOSS:Yes
ExGFX:Yes

Credits: In the final version… Next version: Only the complete version…

Reasons
Hi, S.N.N. here with another super-awesome removal log. This hack isn't too bad. There are just a few things keeping it from getting approved.

We recently adopted new Hack Submission Guidelines, and this hack currently does not meeting 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.


Generally, though, aside from this, there was some repetitive, uninteresting level design in some places. Try varying things more - add coins, blocks, different enemies, etc.

Lastly, the game featured levels in which the player had to auto-walk, so these sections turned into "perfect jump or die" areas, which constitutes Kaizo difficulty in my book. Aside from that, the auto-walking doesn't make much sense - why can Kame walk normally (under his own control) in some areas, and not others? No explanation is given. The auto-walking also isn't very realistic - I would suggest using screen-scrolling instead, but that is just me.


Also, if you don't go down this pipe, the auto-walk smashes you against the right side of the screen and kills you. Another reason why the auto-walk sections just aren't that great.


Gauntlet Narrator: "WARRIOR NEEDS FADE-FIX PATCH, BADLY."


Auto-walking + Throw Block spam that you can duck under = blah level design


Boring level design - like I said, add more variety.


A few random black pixels don't scream "THORNS! WATCH OUT!" to me. Make this super-thorny. This section was also very annoying and Kaizo-ish. Lastly, this pic also displays the bad "I got hurt!" graphics for the Koopa character.


In this level you go up a lava hill and come down the other side - I was smart and realized Boss Bass would still be following me, but the average player wouldn't, and so most folks would get a very cheap Boss Bass death here.


"Help! I can't jump high enough to get on this cliff without hopping on an enemy, and I'll die if I don't make it!"


Vines + Cheep Cheep generator = 99 lives easily in an area with no time limit


Glitchy 10-point graphics (from Koopa heads) - this cool guy made a thread in SMW Data Repository about how to fix this.


You can see the Silver P-Switch in this screenshot, but most of the time you can't - the sprites here disappear a lot - use different sprite level settings.


Floating Munchers that you can easily crawl under using cutoff vines to reveal bad player-lava collision.

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

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: The seven worlds of Mario & Luigi Demo - 31.9 KB - 31 downloads.
Length: 15 exits
Author: rider339 - Submitted by: rider339
Description: This is a demo of my first main rom hack I've been making. At the moment it is no where near finished however the demo here has the first 2 worlds. This is not the finalized version of the first 2 worlds as there may be some changes. There are only 2 bugs but they don't affect the gameplay, they are only minor graphical and these will eb fixed in the final version.

This game is designed for both vetrens of SMW as well as people that have never played it before. It has a tutorial that I have made. It also has something new called battle zones in which you fight 2 waves of monsters. The maps and the levels are all custom made. It starts off easy and gets harder. There are no hidden coin block and no kaizo exit traps in the demo (nor the final version). If you have any ideas on how I can improve this hack plz feel free to leave a comment.

Reasons
The hack does not meet the following standards:
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.

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.


Violations of standard 3


























Summary: Title screen layer 3 font has layer priority problems, and gets cutoff when the menu items appear. Move the text up, and make sure the priority flag is checked on in the title screen editor.

The overworld has numerous cutoffs and palette errors that need to be worked out as well.

The water at the bottom of Yoshi's House is bad because it cuts into the land. Also, the shading on the grass/trees is a bad color. Make it a darker green rather than a bluish light green.

There are innumerable cutoffs in the caves and in the switch palace level - remember to end all ledges in proper walls or slopes, all walls in ledges or slopes, and all slopes in walls or ledges, and fill in each gap with walkthrough dirt, and use jointed tiles and corner tiles to connect such items as walls and ledges. If such items are not available in the tileset, you should probably try a different tileset.

Adult Yoshi, Baby Yoshi, and Podoboo fireballs are incompatible - do not ever use them together, or you get a messy Yoshi. In addition, the graphics for the lava splash are also wrong.

Sprite tile memory problems in the castle are no good. You should remove a few of those ball-and-chain sprites or apply the "No More Sprite Tile Limits" patch and set the sprite memory to 10. However, a lot of people say the latter method increases slowdown, so try the former method first.

In the vertical part of the castle, you should probably disable vertical scrolling on layer 2 so that you don't have to see the large area of background garbage at the bottom of the level.

Violations of standard 5


Summary: Death in intro, forbidden because it can mess up the life counter on the overworld. Make it so that Mario can not touch any enemies whatsoever and not be able to fall into a pit.

Violations of standard 7a




Summary: I die when coming out of this pipe, therefore can not progress because this is the only path you are able to take. The vertical wall of cement blocks are responsible for the death - move them further away from the pipe.

The bullet coming out of the wall is a bad idea as well, since the timing of it usually leads you to jump right into it unless you already know in advance that the bullet is there.

--

There is immense slowdown in this area, so you should remove some Koopas:

Name: Super Mario World: The Return Of The Champions
Author: Mario Maker 789
Description: My third hack, i hope this be submited.




This is not a screenshot.

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

Removal Log
Hack Submission Guidelines
My Sites

Something awry? PM me!
Don't know what the eff "awry" means? Never PM me.

My Hacks:

Removal: Bowse's armada (demo)
Author: One Chance Speedrunner
Description: "okay NOW IT'S RIGHT i hope! all moderators out there if it don't work please tell me what to do oh and i chan't play any hack please tell me what to do there to!"

Bad patch. You should use the Clean ROM Checker in the Online Tools section to make sure your SMW ROM is clean.

HoleNet.info

Removed
Hack Name: 'Super' Normal mario - 208.5 KB - 51 downloads.
Length: 15 levels
Author: bombahacker95 - Submitted by: bombahacker95
Description: i hope its ok...

Reasons
The hack does not meet the following standards:
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: The big one is the Yoshi glitch. In any level you use Green Baby Yoshi or a vertical fireball, you must use the No-Yoshi Intro, or use the Counter Break Y patch so that Yoshi can not go with you to the overworld.

Cutoffness Man can only be defeated with proper use of tiles. You're missing some walkthrough walls here to end the cutoff dirt below the ledges that you can walk beneath.

The overworld also has some strange random path placement - if those weird paths weren't intentionally put there, perhaps your problem is that you have not cleared out SMW's old events and those are triggered when you beat a level, causing cutoff paths to spawn. Use the event editor to eliminate those.

The grammar needs a ton of work as well. The first message should read, "Larry is in Mario's new world, and Larry has Yoshi. Mario must go to Larry's castle and kill him."

The second message shown here should read, "Mario has destroyed the wrong castle... Bowser has Yoshi...and Peach! Go to Bowser, Mario... quickly!"

((I would also like to point out that there is a very big plot hole - you can re-enter the green switch palace as often as you like (though you shouldn't be able to because you're stuck without start + select) and get Yoshi there to use anywhere else. It's not a good idea to have Yoshi available in the hack before you defeat Bowser because doesn't Bowser have Yoshi? Oh well. Hacks are never removed on basis of plot, but I just thought I'd let you know. :P))

The mist being forced above layer 1 and the sprite layer is a very bad idea because it makes terrain and enemies that much harder to see. Perhaps you should either set it to be only above layer 2, or not use it entirely.

Violations of standard 7a</b>






Summary: Without an Adult Yoshi or a cape, there is no possible way to get over the pipe, and there is no way to go back, so I'm forced to die by waiting time out, or reset it. Never put players in a situation where they can become stuck like this. Provide an alternate path or a "reset door/pipe".

The silver P-switch is one-shot. If you can't pass the munchers before 16 seconds after pressing it, you are forced to take a hit or die. Similar solution to the above will keep the level fully fair. (There's a similar problem with the Yellow Switch Palace's two P-switch parts.)

An awful lot of fireballs used in the castle area, not just here, but also up ahead, about five Bowser's statue fireballs shoot at you when jumping across the platforms above the lava, and the placement makes them tricky to avoid without foresight.

Violations of standard 7b</b>


Summary: I think it would be in the best interest of the player if you provided a message in this castle, stating that the coin is to be trusted. One can not tell there is a music note block below it unless they watched the whole title screen movie, and that's not as tried-and-true to get crucial gameplay messages across since most people skip it.

----

Your hack is fully accessible from the beginning. Not sure if that is intentional, so just letting you know. But be sure to make the Switch Palaces collapsible, because if you re-enter them, you are stuck if you don't do start + select in both of them.

Unexpected end tag (</b>) at 1221, expected </span>
Unexpected end tag (</b>) at 3460, expected </span>
Unexpected end tag (</b>) at 4531, expected </span>
Tag (b) was not closed.
Tag (b) was not closed.
Tag (b) was not closed.
Hack Name: Super Mario World: The Return Of The Champions (Demo)
Length: 5 levels
Author: MarioMaker789 - Submitted by: MarioMaker789
Description: My third hack. Mario and Luigi return, and they want fight

---


Retaining the original SMW overworld is fine, but it glitches up here after completing the first level.


This area requires a cape. However, a feather comes before the midway point. So if you lose a life, you have to trek back even further to get a mushroom, then go back to the cape spot to get one. Providing another feather here might help.


When you do grab a cape, though, this happens. To fix this, you could either...
A: Move the top bush to the very highest part of the level.
or
B: Disable vertical scrolling entirely. This would make a lot more sense.


You included a no-Yoshi intro for one of your levels, which isn't necessary considering I didn't even find Yoshi in the hack. Even if he was somewhere, there were no sprites that would have issues with him.


Areas such as this...


and this became very repetitive. It would be great to see some variation instead of screens and screens of what was posted above.

Other than that, the hack wasn't bad, though most of the levels seemed short, linear, and at times repetitive as mentioned above. If you make some of the fixes I pointed out, the hack will turn out a lot better in the long run.

A number of removal logs were lost in the site reset.

An archive of my screenshots can be seen here, but the reasons/condescending remarks are lost to time, sorry.

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

Removal Log
Hack Submission Guidelines
My Sites

Something awry? PM me!
Don't know what the eff "awry" means? Never PM me.

My Hacks:

Hack Name: The Saga - Pangaroshi
Length: 7 levels
Author: Rauy Style - Submitted by: Rauy Style
Description: THE SAGA - PANGAROSHI
DEMO

HISTORY: After many battles, Bowser finally obtains to kill Mario, now Pangaroshi, one of the 7 dinossaurs that had been born of eggs of the SMW end will have that to face its GirlFriend Hinaroshi, the challenges of Bowser to save its island of the forces of the bad one together with and to defeat its body guards, including its new son… Kame…

HDMA:No
CUSTOM MUSIC:Yes
CUSTOM BLOCK:Yes
CUSTOM SPRITES:Yes
CUSTOM BOSS:Yes
ExGFX:Yes

Credits: In the final version… Next version: Only the complete version…

---


Infamous OW issue. This is probably caused by the patch, so be sure to test it before resubmitting to be sure it doesn't happen again.


You can keep getting 1-Up's thanks to the green flying Koopas here.


Not sure what you could do instead, but this entire area doesn't make much sense. :/


It looks like there's a loose Mario frame for this.


One second they're Shy Guys...


...and the next, Eeries! Dunno if this was intentional, but if it wasn't, please try to stick with one enemy type.


You can't tell from the screenshot, but he's holding a P-Switch. Thanks to sprite settings, it disappears in his hands.


For a brief second, I spotted this Koopa, then it disappeared! I assume it went into "Super Shell" mode, but was impossible to see. I died numerous times because of this.


This section became very repetitive and frustrating: requiring you to get P-Switch after P-Switch. If you misused one only once, you had to kill yourself and start the whole thing over again.

Other than that, there were things I really enjoyed about the hack, such as playing as the Yoshi and the music. However, some of the levels got a little too long, and there appeared to be no real end for the Bowser Temple (it looped back to the beginning of the level) or the second water level. (required Yellow ! Blocks to be filled, and there was no Yellow Switch Palace)
Hack Name: Mario and the Treasure of Dinosaur Land
Length: 7 levels
Author: Bentendowhis - Submitted by: Bentendowhis
Description: Legend of a treasure has infleuenced adventurous behavior of the inhabitants of Dinosaur Land. The news has come to Mario, who is interested in it. Follow Mario on his quest for the treasure!

Currently, only World 1 has been completed.

---

Sorry, I was originally going to have a video playthrough for this, but Photobucket refused to upload it at like 45% through, and it was greater than 10 minutes, so no YT. Screenshots will have to do.


The first level is a blatant 105 edit, except for the fact that it's almost completely flat, and there's Bullet Bills everywhere.


After going through an underground area, you get shot out of nothing. Yes, nothing.


Floating munchers? D: Also, these sections required pixel perfect jumps and became very tiresome to get through after a while.


This level was very repetitive as well, requiring you to get through these small notches, while avoiding move Bullet Bills.


Oh no! I was about to jump, and that stupid Invisible Coin Block got in the way. (not the staff member though, he's cool) I found more of these, but still, it's a very cheap trick.


Well, it's a bonus area, but it's still Kaizo difficult. I found this nearly impossible to get through.


There are some overworld issues, such as the cutoff clouds and missing level tile for the bonus challenge, but the biggest problem occurs once you beat Iggy: you move forward forever, with the submap reloading every few seconds!

So, all in all, this hack had some serious issues. The difficulty was very high in a cheap way, and the levels were edits from SMW. Of course, the overworld issue needs to be looked into as well before resubmission. Nevertheless, you had good grammar (seems to be a rarity with hacks these days) and you did throw out a clear effort on this. Work on balancing the difficulty and creating new, original levels: we're looking forward to what you can do! :)
Removed
Hack Name: four level hack reloaded - 78.3 KB - 18 downloads.
Length: 4 levels
Author: metalhead - Submitted by: metalhead
Description: this is a my first hack it,s short but fun i hope you will enjoy this hack

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.



Do you get this error when you open your ROM? I did. Something is wrong, somewhere. Please try making your patch again, because when I recompiled your hack, I ended up with a 1.04 MB SMW file, when it should have been a 1.00 MB file. Again, this is probably just a bad patch - try making it again by following the instructions in the FAQ.

At the moment, your game is unplayable, but the one screenshot did look good - some more would be nice to see. Here is what your corrupted level looks like right now, though. :(

So, again, please remake your patch and send this in again sometime. Thanks!

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

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: blue world Demo - 21.2 KB - 20 downloads.
Length: 4 levels
Author: alancole64 - Submitted by: alancole64
Description: nooooo!!! bowser tured mario outfit to blue!!!

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.


While I question the idea of basing a hack on Mario being blue, I'm not going to judge that. However, this hack still has many traces of the original ROM left behind. For instance:


^ Blatant Level 105 edits.


In addition, things that have been changed seem changed for the worse. Why, if this is about Mario turning blue, is there a blue Mega Mole? It's because you can't dramatically edit Mario's palettes without giving other sprites bad graphics. Also, why are other things blue, like the status bar and the Bill Blaster and the concrete blocks? I don't get it.

Anyway, you might want to play a lot more of the hacks that are featured here to get a good idea of the types of hacks this site prefers to accept. I would say you have a lot more work to go before we're ready to accept a hack, but you are on the right track. Keep up the good work and try again in a few weeks!

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

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

REMOVED
Hack Name: Origin Metroid Saga - Demo Demo - 269.5 KB - 131 downloads.
Length: 1 exits
Author: Sepharos - Submitted by: Sepharos
Description: This is the complete demo for my latest project, "Origin Metroid Saga".
If you'd like to have more information, check out the Official Thread.

REASON:
Great hack actually, but it has a few block setting issues;

Hit the pink block from below...

and they act like on/off blocks and dissappear...

also, i was able to jump through these pink blocks and allows me to get stuck.

There were a few more issuse too besides these but I forgot to take pics.
Fix these issues then we'll talk. ;)
Layout by LDA during C3.
Hack Name: Yoshi's Castle (demo)
Length: 8 levels
Author: KTolliver - Submitted by: KTolliver
Description: I'm very sure you will enjoy this FUN hack.This hack is challenging but not too challenging.

---


Mmmm-mmmm-MOONS! And, it cuts off this area. :(


This level is made up of screens and screens of Thwomps like this. Plus, the way you have the edges right now, they cut off.


Two issues:
1. The goalpost is cutoff and is far too high. You should place it at the lowest part in the level for it to work correctly.
2. You can go under the goalpost. Let's see what's beyond here...


Cutoff water. D:


A pipe leads straight to an obvious Blue Switch Palace edit. Odder still is that the exit here takes you back to the beginning of the level. o_O


This overworld is cutoff in numerous places and is a flat-out liar. That green switch palace isn't red!


Cutoff.


The Second Reality Cutoff Reloaded


Thirdcutoffspace


Cutoffourside.


I assume they're supposed to be flying Koopas, but the Chargin' Chuck called for garbled tiles after Mario.


This section of the castle gets rather cheap. First of all, you're greeted by two Thwomps.


Next, cheaply placed ICB's really mess you up.


Darn it! Curse you, fast autoscroll!


When Yoshi interacts with the castle tileset, this happens. You'll need to either include different sprite there, or have a No-Yoshi level intro.


With Yoshi, I died as soon as I reached the boss. Didn't happen with Mario alone though.


Coins right above coin blocks creates an invisible, solid surface for Mario to walk on.


You know, this is berry badly placed.


The "Under Construction" level is a fairly flat stretch of land with a Lakitu...


What would you do to get that stacked munch in your lunch?


...and the goal sphere is a Wiggler head.


This was the last level I could access. It seems incomplete as well.

Overall, this hack had several cutoff-related issues mentioned above, and it had frustratingly difficult edits of the original SMW levels. It was nice to have a new overworld, but it also had some aesthetic issues. I would recommend you keep working on this, but be sure all the levels are completely original and that the graphical issues are squared away.
Hack Name: smb3 luigi base hack
Length: 96 levels
Author: metalhead - Submitted by metalhead
Description: this for those wanting to do a luigi theme hack

---

Patch doesn't work. :( Please test them before submitting to SMWC.

Hack Name: Bowser's Armada (demo) Demo - 3.9 KB - 7 downloads.
Length: 9 levels
Author: One Chance Speedrunner - Submitted by: One Chance Speedrunner
Description: SORRY AGAIN IF IT THIS TIME GET ON TO HACKS PLEASE PLAY IT. Well anyway after the castle there's two more levels!

REASON: Patch does nothing, as Supertails just said, please test your patch before submitting.
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