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Hack Removal Log
Forum Index - Sunken Ghost Ship - Display Case - Hack Removal Log
Pages: « 1 232 33 34 35 3658 59 » Thread Closed

REMOVED
Hack Name: Sweet Minuette Demo - 393.1 KB - 101 downloads.
Length: 25 levels
Author: pas'ra'chilli - Submitted by: pas'ra'chilli
Description: A hack with an emphasis on precision jumping and puzzles. Meant to be fairly hard. Still needs a lot of work, but at least it is now presentable.

REASON: Bad Patch and glitched gfx.


Layout by LDA during C3.

REMOVED (yet again...)
Hack Name: Super Noob World - 282.5 KB - 53 downloads.
Length: 88 exits
Author: Noobish Noobsicle - Submitted by: Noobish Noobsicle
Description: A really hard hack designed to bring out the inner noob in all of us.

REASON:

Cheap hits from the floating bob-ombs

I dont care if they are on coins, they are still technically floating munchers. Just change the gfx to something else...

You can get stuck here without a shell...

...


put some enemies here, its boring. I can literally walk away, get myself a soda and come back and still not have to touch my controller.

slow down here

this warp brings you allllllll the way back to the beginning of the level (that boring part again)

jump though cement block ftw?

wait for death, not to mention is you hit the message block, layer 3 dissappears
and once you finally enter the boss door it bring you back to the same room with layer 2 mess up. and once again, I don't get any further than this.

I'm going to level with you here buddy. You hack has been denied 8 times now and your still having issues, and frankly, we are getting tired of seeing it. If you submit this hack one more time with issues like what we are seeing here, I will have no choice but to ban you. Play test the ENTIRE HACK, or just make a new hack all together, play some other hacks to even get an idea of what we are looking for.

And don't just fix the issues that are listed here, because I can guarantee there are more past this point. I don't want to see this hack again for at LEAST a week or two so that I know you are at least tring to make an effort here.
Layout by LDA during C3.

Hack Name: Mario's Bathroom Adventure Demo - 265.4 KB - 33 downloads.
Length: 13 levels
Author: Noobish Noobsicle - Submitted by: Noobish Noobsicle
Description: Mario has to go to the bathroom! Help him get there before his bladder bursts!

REASON: Well it at least looks a lot better than your other hack... but....

A small reason, don't know if this was on purpose or not..

This is the main issue; the way you have it set up is fine, but if you mess up and restart the level, all you get is a single coin that comes out of the block, once again forcing you to kill your self.

Fix this issue, otherwise everything looks fairly promising.
Layout by LDA during C3.

Hack Name: Super Seizure World BETA V1.4 Demo - 378 KB - 11 downloads.
Length: 10 levels
Author: Hoperoad1127 - Submitted by: hoperoad1127
Description: This is the second BETA I released for my SMW hack "Super Seizure World." At this point in time it's rather basic, and all I ask is for some feedback about it's progress so far.

A Couple Things You Should Keep In Mind When Playing This:
-It's a BETA so it's NOT DONE YET
-It was made by a 14-year-old so go easy on it.
-It's my first attempt at a hack
-It borrows a few elements (not much) from other hacks

REASON:

Floating munchers = no
Layout by LDA during C3.
Removed: Haroon's Despair - Demo 1.2 by Triforced

Why:


NPC sprite is glitched up, and it gives you the intro message when activated!! Was this intentional?


This level really annoyed me. It was mostly jumps over pits with low ceilings, bullet bill shooters, and chargin' chucks. See, that sort of thing can get extremely annoying and a bit unfair. Like this screenshot. Don't jump immediately after the bullet bill passes you, you just might get hit by the next one and be unable to dodge it. How is THAT fair?

Also, the "Tetris Maze" at the end of the level is way too easy and boring, and the exact end gives you a free 1-up. Just jump over the barrier to the extremely obvious location. You didn't even TRY hiding it. :( You just gave some blocks leading to a point you could easily jump over the wall with. That gives a message of "HEY LOOK, I'M GOING TO SHOW YOU HOW OBVIOUS THIS LOCATION IS! :D" :(


This is what you get for most of this level. It goes like this: Hit P-Switch, run through blocks-turned-coins, find another P-Switch, wait out the timer so the coins-turned-blocks can be collected, repeat. It's extremely boring, you know, and it's not even a puzzle.

You honestly love Chargin' Chucks too much- you're overloading your levels with them. Do you think they add difficulty or something? If so, you're right- but it's the WRONG kind.


Sorry for how dark all the screens are, but I pause before taking a pic so I don't get hit while or after taking it.

The palette here is extremely bad, IMO. If this is supposed to be nighttime, pick a better palette, like say... Your normal ground palette, just made darker. Plus, see what you did to that Koopa? It looks HORRIBLE. :( It blends in with the FG a bit...


This clashes with the rest of the FG...which is an even better reason to just make the normal FG palette darker for this level.


Another example of bad sprite palette editing, the springy thing on the wall really looks bad now. :/


You seem to have forgotten to remap the flopping cheep-cheep frames. (On that note, I'd like to say something not related to your hack: I really wish someone would find a way to make the flopping frames use the same page as the swimming frames, and even the same tiles, but y-flipped. Would solve a lot of MY problems with cheep-cheeps.) But yeah, your Cheep-Cheeps suddenly turn into vines when they hit the surface of the water...


Finally, I hit a Boo up here. You can't see it because you placed it too high. Thus, no one knows there's something up there, and get hurt mysteriously. That's an unfair hit.

I honestly quit playing your hack at this point because quite honestly, I could not find any fun in it whatsoever. :/


<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money

Remember, people! Telepathy is a wooonderful magic!

Hack Name: Super Mario Takeover Demo - 216.3 KB - 49 downloads.
Length: 10 exits
Author: BluntMetroid - Submitted by: Blunt Metroid
Description: Bowser's Army is taking over. It's up to Mario to stop him!

REASON: The hack isn't too bad, but has flaws;


Somehow got waaaaay up there

Glitched OV: not to mention ever level is accessible without having to beat it...

This just looks weird in general

The goal was right in the beginning of the level so I didn't even have to play it. :P

Dont use the bottom row like this..

inconsistencies with the POW blocks

WT...

The layer 3 water moves everywhere, fix please.

Certain parts of this thing are solid and once you reach that red coin there is no way to get back without dieing.

Floating water tiles.
Layout by LDA during C3.
Hack Name: the test,s of bowser
Length: 4 levels
Author: metalhead - Submitted by: metalhead
Description: this is a re submission i hope this ips will work now

---

Sorry, but the IPS file still doesn't work. After being patched, SMW functions no differently. When creating the patch, be sure that "Original Unmodified" is your SMW ROM, and "New Modified" is your hack.
Hack Name: 4lv hack
Length: 4 levels
Author: metalhead - Submitted by metalhead
Description: i hope this works ive tested this and it worked so if this dosn,t work could i send it to one to submit this for me

All right, the patch works this time, and it's quite good! However, a few issues need to be addressed before it's accepted.



Applying the fade fix to your hack should fix this issue. If it doesn't, you may need to change the palette used for the FG or BG.


Bad status bar palette in places, and strange one for the skulls as well.


Wait... what is Mario standing on?

If you fixed these few issues, your hack would likely be accepted. Keep working on it. :)

Hack Name: Mario & Luigi World - 24.3 KB - 11 downloads.
Length: 50 levels
Author: Doctor Jonas - Submitted by: Doctor Jonas
Description: I've created a code that allows both Mario Brothers to be played simultaneously. This hack utilizes this to its fullest possible extent, with puzzles that require strategic use of both characters.

REASON:






...your an idiot

NO 4UM FOR U CUZ IS BE BANED NOW 4 WASTING ME TIEM!
Layout by LDA during C3.
Hack Name: Super Mario World - Island Quest
Length: 6 levels
Author: NintendoGX159 - Submitted by NintendoGX159
Description: My first hack/demo. Only 6 levels completed with one level that has the beginning complete and that's it.I know the overworld could use a little work, I'm getting to that right now. Expect another demo in a month or two or later.


Bouncing on music blocks you can't see? That's a bad sign...


Repetitive sections requiring to jump across munchers.


While you applied the patch for more traditional Goombas, the graphics for their "squashed" state are garbled.


Cutoff.


Even more cutoff. :(


Even more more cutoff and I'm not sure what Slice O' Watermelon is doing here.


The second half of this level appears completely unedited.


Forcing you to die unless you've completed the Yellow Switch Palace? That's just cheap.


Hm, this was a pretty easy level edit to complete.


So was this.


The castle on the other hand... well, let's just say Yoshi doesn't like that castle tileset.


I'd have some "your face" joke from Zelda Cd-i, but I think you get the point.


"Well, if a message box migrated, it could carry a mushroom!"
"No, I don't believe that's possible. You see, an 8 ounce message box could not carry a 1 pound mushroom. The message-speed velocity of an unladen Mushroom Kingdom message box is 45 messages per minute, no? And that could not carry a mushroom."
"But what if it was a Beanbean Kingdom message box?"
(monty python joke aside, the message box strangely popped up in random places)


You get to the point where Yoshi disappears altogether and Mario's left riding the wind.


And this required a Mushroom, which, like the Yellow Switch Palace, was also unfair to the player.


Well, I won't worry too much about the overworld since you mentioned it's still in the works, but one thing that didn't make sense was a Yellow Switch Palace with no level tile. Even a normal SMW one would suffice.

---

Overall, this hack needs a lot of work. The levels were clear, obvious edits of the originals from SMW, they were either too short and easy in a couple of them, or too long and cheap, featuring a lot of cutoff tiles. I would recommend you work on creating completely original levels, all the while improving the difficulty curve and aesthetics of them.
Removed
Hack Name: Super Mario Bros 4, Mystery of Five Stone - 679.1 KB - 377 downloads.
Length: 76 levels
Author: Coin Lexator/Mother Brain - Submitted by: Coin Lexator/Mother Brain
Description: This is my first hack.
It's a SMB3 theme hack with:

-modified character (mario angry and without his hat)
-ExGFX custom and rip (most from SMB3)
-SMB 1 and SMB 3 music patch.
-Some ASM.

This hack is in French but the story is simply: Mario must find 5 magical stone to save the World (the final boss isn't bower ^^)

IMPORTANT: If you have a bug with the events in the overworld, do a "reset" after saving your progress (we can save next each level) and the bug will be diseapared ^^

Enjoy playing my first hack (hack before Nador QUEST ^^)

Reasons
This hack is pretty cool. As long as I didn't miss something, this could easily be accepted if the following issues were fixed.

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.



Needs better sprite memory settings here.


cutoffness at far right bottom


^ original SMW levels left intact

Not reasons for rejection, but...


^ lack of sprite buoyancy


^ occasional odd sprite palettes


^ lack of Fade Fix Patch

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

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed: The Lost Dimension by PercentN

Why:

Overall, this was a somewhat-good hack. I had fun! However, there were some problems...


You have a Sprite Memory issue here. I'd suggest the patch, but I think a better idea would be to just remove one of these Ball-n-Chains. Really, you don't need THREE. :/


Fireballs glitch up when you kill them, so remove the star. (I know you're using it to hide the secret exit, but to be honest, you're not really hiding it well. For one, it's obvious where it is when you get to the boss door and think about all the stuff you saw on the way there, and two, you get free capes- you can just FLY to it... Also, Star runs out on me before I can get to the vine block. :S)


You can walk through this ledge due to how you positioned the edge wall with the slope. The only way to make this work right is with the Slope Edge Fix block.


There's another Reflecting Podoboo past this one- these are WAY too hard to get by without getting hurt, so TAKE THEM OUT OR RAISE THE CEILING. It's stupid to force a hit like that.

Also, WAY past this- The REAL removal reason. Eventually, you encounter Layer 2 again near some Thwomps. But guess what? IT DOESN'T GO ANYWHERE, AND IT BLOCKS YOUR PATH! So pretty much, if you don't have a Cape, or you can't time your jump into where the Goal Sphere is, then you're forced to die! Awesome! (Not.)


This is the "End of Demo" level. You made it a real level...that makes you fall to your death when you get the goal. Okay, I have a P-Switch! Sorry, doesn't make blocks appear. Is this supposed to be a joke? End of Demo levels need to be blank levels you can leave through the sides of, with messages stating the demo's over! Or at the very least, MAKE IT SO YOU CAN SAFELY FINISH THE LEVEL, BUT DON'T ENABLE THE DIRECTION TO THE NEXT LEVELS. (Or just don't leave paths there.) I'd advise the blank level thing, though- End of Demo means END OF DEMO, THIS IS NOT A LEVEL AS YOU HAVE FINISHED THEM ALL. :/

Fix these things, then we'll talk. ;)


<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money

Remember, people! Telepathy is a wooonderful magic!
Removed: 'super' Normal world by bombahacker95

Why:


To please That Certain Someone (you know who you are): EVERY LEVEL OPEN!

Honest: Having every level open from the start is NOT a good idea. See, when you do that, there's no sense of accomplishment from beating ANY of the levels. Now, I could understand this being done in a level compilation, as that is solely about the levels, but this is a HACK, not a compilation! You could just skip to the last level and say you beat the hack! That's not right. Make the player work for the levels, then we'll check your hack for real.


On that note, if you do not know how to do events correctly, thus making you do this to your hack, then please, don't hesitate to ask for help! You'll probably be told to check the readme, though, so if this is the case, I urge you to read that ASAP!


<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money

Remember, people! Telepathy is a wooonderful magic!
Removed
Hack Name: The Mario - 350.9 KB - 104 downloads.
Length: Unknown
Author: Ping - Submitted by: Hadron
Description: A really cool japanese ASM filled hack. I'm not sure of the creator's name, and I don't know, how many levels/exits are in the game. Anyway, it's a great hack, have fun!

Reasons
It's always tough to decide what to do whenever Japanese hacks or asm is submitted to us. Luckily, I was able to speak with someone who knows Ping, the maker of this hack. This is the conclusion we came to:

The author of this hack, Ping, is constantly updating his hack. While he does not mind if SMWC hosts the hack, there are some glitches in this version. The newest version of his project can always be found here.

This is why it is always best for the person who made something to submit it if they want to share it. Please keep this in mind when submitting materials in the future. Thanks!

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

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: Super Zelda 60 World Demo - 375.7 KB - 17 downloads.
Length: 9 levels
Author: Superzelda60 - Submitted by: superzelda60
Description: My mario rom hack. 9 Levels. 9 exits. Palletes are used. No glitches i have seen. No kaizo Traps

Reasons
Originally posted by Submit A Hack Page
Do not submit ROM files!
Please make an IPS patch instead!</font size></div></div>
Originally posted by Hack Submission Guidelines
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.

If you need help making an IPS, visit the FAQ. ----->

Unexpected end tag (</div>) at 477, expected </font>
Unexpected end tag (</div>) at 483, expected </font>
Tag (font) was not closed.
Tag (div) was not closed.
Tag (div) was not closed.

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

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: The Saga - Pangaroshi Demo - 350.7 KB - 124 downloads.
Length: 7 levels
Author: Rauy Style - Submitted by: Rauy Style
Description: 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…

Obs:FadeFix it was placed, but it does not function with all BGs.

Here's why



This is the main reason why this hack was rejected. You are required to beat the yellow switch palace before you can continue. The thing is, it's after a long and tedious level. I would recommend at least putting a message block at the very beginning of the level. That way, players won't have to treck through this long level twice.



This part was generally unfair. You have a long stretch of rope, and a large number of bullet bill walls that appear out of nowhere. The player doesn't have a lot of time to react, and the hole is sometimes to high to reach with a normal jump. I think you should rework this section, as the level itself is long enough, and screwing up to a mean trick like that isn't very fun.

The rest aren't really reasons for rejection, but are merely suggestions on what I think you should fix.





Try repointing the background tiles to a new palette number. That way, you can fix the status bar palette as well as the message box palette.







All of the cases above have messed up graphic tiles. You should look at those tiles in YY-CHR and fix them. The bone pile has one correct tile, and one incorrect tile, so just repaste them both. For the player graphics...look back in YY-CHR and delete/fix any remaining Mario tiles.





I encountered quite a bit of slowdown in the above areas. You should look into that and try deleting/moving some sprites.



Try changing the sprite memory option here...or delete a few sprites.



This area is still really weird...can you work around using layer 3?



Not sure what is going on here.





More palette issues. I would recommend that you copy the left midway and goal post...posts and paste them into a blank map16 spot. Then, repoint those copied tiles to a new palette that you are not using in that level.


All in all, the hack was not that bad. Some levels are very, very long and repetitive, and I would recommend moving the midway points a bit further in. The way it is now, the midway is easily reached, but the worst part comes right after it, and the level goes on for quite a while.
Hack Name: Super Mario Takeover
Length: 10 exits
Author: BluntMetroid - Submitted by: Blunt Metroid


Due to line guide placement, I was able to climb around the entire area.


No matter how high you jump, there's no way out of here.


I got here through a pipe in the first level. This seems to be a test level of sorts (for cutscences, perhaps?) and there was no way out. The teleport block simply reloaded the area.


Having a bunch of fake keys with only one real one was a cool idea, but Mario can stand right here after getting the key for whatever reason.


Um, what?


Okay, I just don't understand this. There appeared to be no way to get past that line, even if Mario runs up an invisible series of blocks.


The red switch displayed the same message as the one in the beginning of the level. You can always have the first one read the second message so it's not an issue.



Not only is there OW garbage near the volcano, but I'm not sure why you have these non-levels here. Wouldn't it be easier just to have a straight path to the next area?


Hm... this looks a bit familiar. Oh! It's from that one hack... Super Mario Together, Super Mario Time, Super Mario Television... I remember now! Super Mario TKO!

Dispari Scuro and Heisanevilgenius clearly write that any part of their hack may be used in others', but that credit must be given. There was no credit to them in the description or in a separate file along with the patch. Including midway points and coins from TKO without credit does count as plagiarism, and the punishment will be a ban if you resubmit this without crediting them.

Otherwise, the hack was fairly enjoyable, though it had a few issues as mentioned. The plagiarism piece is by far the most serious of them though. Simply crediting the two in the description, or making a "readme" file containing credits would be fine.
Removed
Hack Name: MiOr's Sprite Test Hack - 136.9 KB - 6 downloads.
Length: 1 levels
Author: link13 - Submitted by: link13
Description: A custom sprite test by using MiOr's Mirumo's custom sprites. Comes with readme.

Reasons
While there is nothing overtly wrong with this, we don't accept demos which highlight specific blocks or sprites - these are already available for people to insert as they wish. Once they are inserted, people can see how the sprites function for themselves.

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

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: bowser's armada (demo)
Lenght: 9 levels
Author: One Chance Speedrunner - Submitted by: One Chance Speedrunner
Description:
okay two more tries or else i will stop submiting hack's! I know you hate to download it all the time but i'm a newbie sorry.
well if it works then there's two more stages after the castle. and help me fix the walking problem in the star world okay! ^^

Removal Reasons:

There are some grammar issues here and there, but this shouldn't be a big deal, considering that English isn't your native language. Still though, I would recommend writing the first letters of the level names (see below) in uppercase - this shouldn't hurt at all. :P

---



The first submap is a blatand edit of the Yoshi's Island submap, from the original SMW. There are also some small perspective issues within it (such as the level located near the edge of the big island where Mario is at. In my opinion, it would be more appealing if it was located towards the bottom of the submap even more). Also, those stairs found in the small island where the first castle is located at are cut-off. I would suggest putting those rock graphics that Mario can climp in there, instead of the stairs graphics you are using - they would not cause cutoffness, as opposed to those stair graphics.



It seems like you misspelled the word "Tutorial". Also, since most of your levels' names aren't written all in uppercase, it would be good if you did the same with this one.



Another misspelling here - "small" has two "l"'s, actually... :P

Another issue that is really noticeable in your submap is that your events are kind of messed - when making them, you should paste the tiles onto your overworld in the order you want them to be revealed. Please fix that up as well, because the events are rather weird in the way you set them up. :/

---



The first level's palette is identical to Yoshi's Island 1's palette, making this level look rather boring (no offense). I highly recommend playing around with palettes a little more - you can even make your own custom palette for that level! Be CREATIVE! :3



This is a common "bug" that happens when people use the "Surface Jumping Fish" sprite in Layer 1 water - I only recommend using this sprite in Layer 3 water, because it works just fine when used in it, as opposed to when it is used to Layer 1 water.



This happened by the time I entered the only exit enabled pipe in the level - the screen isn't supposed to be seen from the top and then scroll down - to fix that, simply change the Layer 1 (FG)/Layer 2 (BG) initial positions to C0/C0 (for more information about that, check out this section of the F.A.Q..



In this area, what happens is completely the opposite; the screen is initially seen from the bottom of the level and then it scrolls up. In this case, you should change the FG/BG initial positions to 00/00. If that doesn't work, try changing it to 00/90, respectively.

Also, you should move Mario one pixel downards, since he actually doesn't enter that level correctly (actually, it is not easy to notice that, but even them...).



Nothing big here, but you seem to have overused question blocks with coins in them a little too much, in my opinion.



There are only two things here that, in my opinion, should be edited:

1) You may be interested in writing "i" with an uppercase "i", instead of using it in lowercase, which is gramatically wrong;
2) I reckon you should put either a "." right after "...in here", or a comma, so that it turns out more "correct".



I would suggest not to use berries in that part of the level, since they do not fade up as the rest of the objects found in the level do, and I myself think this makes that area look kind of awkward. Also, I noticed that you also put a berrie near the right edge of the bush, and it is not supposed to be placed there, actually - you see, the berries are supposed to be placed in the "lighter" part of the bushes.

---



Those question blocks placed in the middle of that pond look cut-off, and frankly, it doens't look nice like that. Try placing them off of the water tiles, instead.



I see what you were trying to do here, but those water tiles being used as a sort of waterfall don't look so good the way they are, and they look rather cut-off as well... sorry. :<

---



You apparently misspelled the word "press". Also, since Bowser is the name of someone, I think you should put the first letter of his name in uppercase. Also, right after "it's all about water and water", I think you should add either a comma or a point once again.



Try setting the BG/FG initial positions to 60/90, respectively, for the secondary entrance of this area (which is located above the door that is accessible by pressing the yellow switch).

---

The fourth level was one of the most well done levels from this hack, I would like to say. Still though, I have some small complaints about it...



That yellow pipe leaded me to the beginning of that underwater area... not sure if that's intentional. :/



The midway entrance of that level is located WAY FAIR AWAY from the actual midway point. I mean, you really should move it closer to the midway point - I'm sure the area it is located at isn't supposed to be accessible, is it?

---



That Chargin' Chuck that is floating in mid-air is definitely weird. If you moved it down a tile, I think it would work properly.



Once again, you need to fix the FG/BG initial positions here.

Also, I would suggest again not to use the "Surface Jumping Fish" sprite in this level, since it does not use Layer 3 water, and that sprite seems to work strangely in Layer 1 water, as I said before.

On another note, the midway entrance for this level NEEDS ALSO TO BE MOVED NEAR THE MIDWAY POINT. Make sure to do so by the time you fix things up. ;)

---

The first part of Iggy's Castle features Thwomps and Net Koopas altogether... the problem is that each one of those sprites use different sprite memories, and they cannot be put in the same place. You shall have to remove one of those sprites of that portion of the level (sorry for not taking a screenshot, I'm too tired to do that. D:).



It doesn't look like there are spikes downards this part... does it? But there are, in fact - I don't think it is a good idea to put stuff on the very bottom row of the level, since you can't really see what is in there by playing the hack.



Another example of sprite memory issue found in that level - make sure you set the sprite memory to 0E for levels that use that spiked ball sprite in them.



There are some grammar mistakes here as well - I'm pretty sure "her" is supposed to be written as "here", and I'm almost sure that, by writing "to" (which is located before "bye bye"), you meant "so", so make sure to fix that as well. Also, as I said before, you may be interested in writing "i" in uppercase, instead of leaving it in lowercase.

---



You should fix the FG/BG initial positions for this level, so that the screen doesn't start being seen from the bottom and them scrolls up.



You should add an apostrophe in all of those "im", so that the player really knows that they mean "I am". I also suggest adding a comma right after "hello".



Once again, you should fix the FG/BG initial positions for the secondary entrance of this area of "Mario's House". I died in this area of the level because the FG/BG initial positions were wrong. Make sure you set them to C0/C0, respectively.

---

Make sure to fix the errors I pointed out and your hack shall finally be accepted. ;)

Now let's go for some suggestions to make your hack even better than what it is...

Suggestions:

- As I said before, try fixing the most noticeable grammar mistakes, at least, and to write "i" in UPPERCASE instead of lowercase;
- Try using custom palettes or even different palettes for your levels, so that they don't look like the first levels from the original SMW - trust me, they will turn out adorable if you do that; ;)
- Play around with FG/BG initial positions, so that Mario enters the level correctly, without having the screen to scroll up or down;
- Make longer levels in the future - most of your levels were rather small, and I reckon they would come out better if they were at least little longer.
Removed
Hack Name: MArio's Excellent Adventure (fixed overworld) Demo - 671.4 KB - 92 downloads.
Length: 32 levels
Author: PercentN - Submitted by: PercentN
Description: Fixed the overworld so that you can see the rest of the hack! sorry >.<

A hack that i stopped working on a while ago. Here are the credits i remember.i'm not sure if i will continue this hack

Credits:
-addmusic aika
-blktool jonwil
-lunar magic fusoya (duh lol)
-spritetool mikeyk
-yy-chr yy
-hammer/boomerang powerups invisblecoinblock
-air meter mikeyk
-big boo boss/fishin boo boss davros
-midiguy and absennt for paper mario music
-jimmy52905 for super mario bros 3 music-

Here's why

Okay, this hack started out pretty nicely. I really liked how each world centralized a specific Mario game. At first, I noticed only minor errors, but they got worse as the game went on. I wasn't able to beat world 2 because of this...so here are the details.





Like I said...errors started out small. The bullet bill launchers here can be very hard to see when running through the level, (as pointed out by the first screenshot.)



Air Rider Bro. Just about every Hammer Guy in the hack was like this...and there are A LOT of other instances of sprite memory problems. Moving on.



A plethora of fish. I really don't think there needs to be this many fishies. Get rid of a few, as they really slowed this area down.



Strangely colored note block.



I had no idea what to do in this area. The P switch just causes a false sense of security, as the coins over the gap are "colored" coins...but it's hard to actually know that right off the bat. I just stopped caring and skipped the area.



Ummm...this looks very strange. Why can't you use the original goal post?



Now you see it....



...now you don't. Might want to fix the sprite memory.



I entered the "reset pipe" in the room before the boss, and this is what I got. You should change the starting position of the BG.

And I'm disappointed in a lack of Bleck Castle music :<
The music you had for this level was good :P



The mysterious voice sure is excited. Also, "An egg."



"weird"



Even though these "small mario only" blocks were explained in the beginning, I still think it's a low blow to force the player to take a hit to continue.



The return of Air Rider Bro.



I would suggest that you move the ? blocks out of the "ground" area to avoid cut off.



Slowdown.



This part is really weird. First off, you have lava in an outdoor setting. Why not just use munchers? Second...it's green. And third...it can defy the laws of gravity. Sounds pretty screwed up to me.



I found the P switch a while back, and didn't even think that it would be needed here. Especially since the level ended quite a bit before it. Anyway, I did it all over again and made it through to a pipe. The pipe leads me to the beginning of the level...with access to the boomerang powerup. I personally think that all this work is for naught, as it is quite easy to lose the powerup. Not a reason for removal or anything...just something I wanted to bring up while I had the chance.



What's with the transparency?



Extend the pipe and blocks down to fix this lol.



The blocks here cause cutoff in the grass. Maybe you can have the blocks elevated instead.



Okay, here is the first serious problem I encountered. I could never figure out a way to get the key up there. I indeed found the key, but I could never get the key over here, let alone into this cage. Since you must lose Yoshi to continue, you have no way to get up here. I may just be very dense, but you may need to rework this area.



Okay...this is weird. I can just hop over the no-Yoshi barrier...



...and look! The exit!







Okay, here is the second serious error I encountered. Since you have a baby Yoshi in this level, an adult Yoshi that you carry into this level undergo's a strange and horrifying mutation. I find this odd, as you NEED a Yoshi to get into this level in the first place. So why put a baby Yoshi in here when the player will more than likely already have one? I realize that a Yoshi is required for this level, but you should just put a block that has a Yoshi in it instead to avoid this problem.



What's up with this door? It acts like a solid block.



Was that message in the original game?



The eggshell pieces look glitched to me.



Now, here is where parts get screwy. The koopa above Mario is semi-headless. Also, Mario is carrying a baby Yoshi. But...I don't see one.



Boo Rings eat up a huge chunk of memory. If you can't find a way to make the ring and Yoshi work, you're going to have to remove the ring.



This part is very confusing. You can hardly see where you need to go, even with screen scroll. You need a running jump from inside the boo ring to reach the other side...



...where you must immediately jump again onto a row of Eeries that are not always there onto another platform, then immediately jump again. This part is very difficult without savestates, as Yoshi and the Eeries disappear a lot. Also, the hammer spins on a string. Illogical. Also note that Mario has mastered the art of levitation at this point.



This hellish area made me rip my hair out. Take a bit of lag, throw in some invisible sprites, a ghost lakitu, cramped space, and instant kill blocks. You get one hell of an area. I couldn't beat this area because it was so difficult. Yoshi doesn't fully appear once during this whole area, and you have NO room to react from that ghost. I say scrap this whole idea and re-work it...as this level is poorly executed.

Since I couldn't beat that level, I decided to go to the Star World...



Now, it took me quite a while to figure out how to get past this area. Apparently, your fireballs have the ability to freeze coins. That's very odd, since you imagine that that can only happen in ice levels. However, this level looks nothing like an ice level. You may want to give the player a hint at the start.



Once again, I couldn't get past this area. I may just suck, but I found this boss very hard. Also worth noting...the Big Boo loses body parts at various points due to the Koopa's.



All in all...the hack was pretty decent. You started it out nicely, but the later levels were loaded with sprite memory issues. This was your main problem, and caused some levels to be near unplayable. Fix these, and I'll give this another ago.







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