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.
