Banner
Views: 791,081,741
Time:
13 users online: catblack,  E-man38, Flippn'Fences, h.carrell, Ladida, Mandagary, mariosr, Mint,  Ninja Boy, Pancake001, Player 1, SiameseTwins, StrikeForcer - Guests: 29 - Bots: 186 Users: 41,307 (1,492 active)
Latest: maturityisoverrated
Tip: If you give the player a cape, be sure they can't cheat and fly over the level with it!Not logged in.
Hack Removal Log
Forum Index - Sunken Ghost Ship - Display Case - Hack Removal Log
Pages: « 1 233 34 35 36 3758 59 » Thread Closed
Hack Name: Super Mario World: Superzelda60
Length: 9 levels
Author: superzelda60 - Submitted by: superzelda60
Description: This is my mario rom hack, that i created. In the first elevl it is not a kaizo trap becuase you dont need the p switch to finsh the level. No glitches of that i am aware of. And the system i hope that they wont ban me for anyhting lilje they did last time and if you do tell me why? Enjoy!

---

You were banned last time for submitting a ROM, and you're unfortunately getting banned again for it. ROM's are illegal, and we don't allow their submission on SMWC. You need to upload an IPS patch instead.
Removed
Hack Name: Super Mario :P :P :P Demo - 307.7 KB - 33 downloads.
Length: 10 levels
Author: Unknown - Submitted by: Jakester12621
Description: A hack filled with loads of ASM. This hack has a very fun puzzle theme to it. I got it off a download link that I recieved from Marioman!

Reasons
The author of this hack, :P :P :P, is constantly updating his hack. Just because his hack is available on one website does not mean that the author would want submitted to another website. 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.

Hack Name: Super Mario RPG World Demo 1 Demo - 172.6 KB - 63 downloads.
Length: 11 levels
Author: Kristian - Submitted by: Kristian
Description: A SMW hack that follows the storyline of SMRPG.

My first "real" hack.

For more please read the ReadMe.

REASON:









Do I really have to comment each pic? I think you see the issues. :P
Layout by LDA during C3.
Hack Name: Bowser's Valley Demo (Version 1.1)
Length: 10 levels
Author: reghrhre - Submitted by: reghrhre
Description: Here is Demo 1 of my hack called Bowser's Valley.
My hack includes:
Custom Graphics
Custom Music
Custom Levels & Overworld

Story: Pretty much like old Mario games. Princess gets kidnapped by Bowser, and Bowser takes her to a island of his called Bowser's Valley. So Mario must go after her and rescue her from Bowser.

If there is any glitches or bugs.
PM me on smwcentral.net

Mods, please delete the other Bowsers Valley hack because in this one. I had to edit a few stuff.

---



The fade fix patch will help solve the color problem.


The white you use for the background looks a bit odd. You might want to try a dark green/brown for it instead. Also, the very top of the BG also appeared discolored.


After completing the fortress, the OW paths started to glitch. I noticed this for all the levels following it.


Bullet bill placement allows for you to get infinite lives here.


Small issue, but the right side of the bonus game is cut off.



In these areas, smoke would randomly appear. Not sure what causes this.



Odd pipe color.

Overall, this hack was pretty fun, and I especially liked the areas that gave you a double jump and allowed you to pass through water. Most of the issues I pointed out are relatively easy to fix, so I hope you'll work on them and resubmit!
Removed

Hack Name: smw 1.0 demo Demo - 152.9 KB - 22 downloads.
Length: Unknown
Author: nintendodudegt87 - Submitted by: nintendodudegt87
Description: The same old thing a princess gets Kidnapped and its you job to save her

Here's Why:



These bullet bill jumps can get annoying.



Uhh...what's the purpose of having gaps when you can safely stand in the center?



I lol'd here.



These bullets come out of nowhere, and you hardly have any chance to react.



Notice the time.



Look at the time again. At the previous screenshot, I started running. This is where I stopped. There were no obstacles in the way. That's 26 seconds of just running. If you ask me, that's just laziness. If you ran out of ideas for the level, just bring the goal post back so the player won't have to run so far for no apparent reason. Also, this kaizo trap is very old, and your hack will not pass moderation with it in it. Simply remove it, and you'll be set.



Unedited YSP.



Forcing the player to beat a switch palace to continue is a cheap trick, and usually should only be used for optional levels.



However, your trap fails horribly, as the player can just hold right to bypass it. Still, this doesn't defeat the purpose of your intentions. Please remove it.



You seem to have a bullet bill generator here...but no launcher. It looks very odd when bullet bills "fire" from thin air.



To keep with consistency, shouldn't this level be called "Yoshi's Island 3"?



You give the player a cape at the start of the level...



...but the player loses it when they pass through the red blocks. Seriously...what was the point? I assume that the cape was used to test the blocks to make sure they work properly, but there is no need to keep it. Unless you like to taunt the player, which is a little mean :(





If the player doesn't have a Yoshi, they are forced to take a hit to continue.



The cement blocks create holes in the ledge. Just extend the lower mushroom instead of using the cement blocks.



Super easy 3-up moon.



You use this gimmick in two of your levels. I think it will be generous to provide a "reset" pipe for the player so that they won't have to waste a life, since they can't always backtrack.



Oddly colored cement blocks...and a free 3-up moon?...



Again with the taunting. I suggest you inform the player that discolored cement blocks can harm them, as there is no hint towards it. Also, the player is required to take a hit to continue, as the gap is too small for Super Mario.



What?



Oh. Well, I can see what you were trying to do here, but you should try a different approach. You could use layer priority to have a "hidden" cave instead, which would give a similar effect.



Woo, I reached the end...



...and nothing happens. Not sure if this is the end of the demo, as you didn't specify how many levels were in this hack. It seems as an odd place to stop though.


Well, that's it. All in all, this hack needs quite a bit of work. There were a few parts that were enjoyable, but some levels relied on certain gimmicks too much.
Removed
Hack Name: Super Luigi Wrold Demo - 176.9 KB - 1 download.
Length: 6 levels
Author: kayokenVG - Submitted by: kayokenVG
Description: Another hack of mine but with a lot more effort in. Only world 1 Custom OW, Custom sprites. No custom blocks as of yet. Please enjoy and yes this is basically a demo. I haven't found a good patch to ONLY change marios pallet to luigi and not his style of game play so hes is still mario

Reasons
Originally posted by "Submit A Hack" Page

The screenshots must be 256x224 or less and must be PNG images. Screenshots may not be any larger than 512 KB. You must submit at least 1 screenshot.

How to make a good screenshot:
Play your hack in Zsnes. When you want a screenshot hit F1. This should bring up a menu. The bottom option should say IMAGE FORMAT:. By selecting that option and pressing enter, you can switch between BMP and PNG. In this case, we want PNG. Now select SAVE SNAPSHOT and press enter. The image will be called <rom name> xxxx.png (where xxxx is a number) and will be saved in your Zsnes folder.



^ This is not a screenshot.

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

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: The Mario - 400.9 KB - 23 downloads.
Length: Unknown
Author: The Blue Moon - Submitted by: The Blue Moon
Description: This hack was made by a japanese hacker called Puriny Ping.It features various ASM Hacks and more.

Reasons
Originally posted by Ludwig, like four days ago

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 Luigi Wrold Demo - 176.9 KB - 2 downloads.
Length: 6 levels
Author: kayokenVG - Submitted by: kayokenVG
Description: Description: Another hack of mine but with a lot more effort in. Only world 1 Custom OW, Custom sprites. No custom blocks as of yet. Please enjoy and yes this is basically a demo. I haven't found a good patch to ONLY change marios pallet to luigi and not his style of game play so hes is still mario

Reasons
Overall, while this is off to a good start, you need to work on several things a lot more before your hack will be ready for submitting. My biggest suggestions would be to play several of the featured hacks to see the level of quality most people here aim for. Also, replay the original SMB games to get a good feel for good level design and graphics use. Lastly, you should see if others will beta test your hack prior to uploading so you can get good feedback on things to fix before the moderators here will have to reject your work. In any event, this definitely needs at least a few more weeks of work before it would be ready to submit.

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.

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.


There were a number of glitchy things in this hack. Here are some:


Glitched falling sprite in Yoshi's House. Also...


There is a P-Switch there that sets off a death trap of falling glitched sprites. You can't/shouldn't use ExGFX in this level because it messes up your game ending scenes. My suggestion is to scrap this completely, since it is unfair and glitchy.


Use ExGFX for real waterfall graphics.


Cut-off water edges (water doesn't sit in a cube, it fills its container). Also, there is no sprite buoyancy set here.


Glitchy/bad OW tile reveals and glitchy/bad OW design. Little is changed from SMW.


These are Bob-Ombs with Ninji graphics.


This is a glitchy Spiny being thrown by an invisible Pipe Lakitu.


If you fail this P-Switch puzzle, you can't progress until you die. Also, the bridge is full of essentially forced hits due to Metroids and Hammer Bros.


Not a floating Muncher, but it is a floating Piranha Plant.


Nasty lava palettes (use custom palettes). Also, cut-off vines.

Also, note that you can't bring Yoshi past here. This is important because:


In this next level, you NEED Yoshi to do a huge jump. However, you couldn't bring him past the previous level to this level. Also, since you got him from the Yellow Switch Palace, you can't get him again. Therefore, the game ends here.

Lastly, these are not reasons for removal, but:


Why award the player with a 1-Up in the first level, before you get any power-ups?


I can squeeze into this space. Replace it with block 130.

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

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Hack Name: Super Cool World
Length: 7 levels
Author: coolhack - Submitted by: coolhack
Description: Iy's not all the way done, this is just a preview. I just made mario's colors random.

---


This is not a real, good screenshot. It doesn't give the player a feel for the level at all. All it tells them is that they're going to be playing as Mario with a crappy palette.




'le cutoffe.


It appears this hack has the notorious glitch as well.


Screens and screens of this.


This section of Donut Plains 1 was completely unedited.


What's the point of going through all that trouble in order to reach the yellow switch palace, when you can't even hit it thanks to invisible blocks?

Overall, this hack needs a lot of work. Mario's palette did not fit in at all with the levels, all the levels themselves were clear edits from SMW and had many cutoff tiles, and the demo abruptly ends with Donut Plains 2. I would recommend you start all your levels over and completely remove any parts of them reminiscent of SMW. Work to create new levels that use edge tiles and whatnot when needed.

Hack Name: The Saga - Pangaroshi (Fixed Bugs) Demo - 348.7 KB - 25 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.

REASON:
Actually its not a bad hack, it just has some flaws in it...

Blind jumps suck.

Missed Editing a frame

Same here too.

You get stuck in this area, the coins point for you to go back, but it brings you to the same level with no way to get out :/
Layout by LDA during C3.
Removed
Hack Name: Haroon's Despair - Demo 1.6
Lenght: 9 levels
Author: Apocalypse 67 - Submitted by: Apocalypse 67
Description:
The first demo of my upcoming hack, Haroon's Despair!

This hack includes:

- 7 levels to play and 2 extra levels
- Entertaining custom music to listen to when playing
- New levels and level design
- Two new submaps (One of them being beta)
- A bit of custom handdrawn graphics
- Custom sprites found later in the hack

I really hope you enjoy this demo!

Fixes:

- A bit of revamping on some of the levels
- Removed all Chucks found in the hack
- NPC now works
- Palette issues have been fixed

Credits:
- Schwa for the Metroid
- InvisibleCoinBlock for the Metroid HP Patch
- S.N.N., Supertails and MidiGuy for the custom music
- mikeyk for SpriteTool and some of its sprites
- Dispari Scuro for the NPC 3.0
- Romi for Romi's AddMusic
- Ghettoyouth for the Darkened Pause Screen
- edit1754 for the No Sprite Tile Limits patch
- Brando2600 for the Disable Item Box patch

Well, that's it I guess! Enjoy it!

~DJ Galax/Triforced

Removal Reasons:



For some weird reason, those Jumpin' Chucks sometimes appear in the screen without their heads being shown up, making them look weird. I do not know exactly what causes this to happen, but this actually happened to my old hack - that's why I do not recommend using Jumpin' Chucks in level C7.

---



I can simply get past those blockades by just walking on them, considering that there is no ceiling at the top of them.



This area turns out quite glitchy as soon as both the Sumo Lightning and the Super Koopas appear on the screen - as a result, the sumo lighting turns out kind of messy. I would suggest either getting rid of the Sumo Brother in this area or getting rid of the Super Koopas, in order to prevent that from happening ever again.



As a result of using the "Surface Jumping Fish" sprite in Layer 1 water, instead of using it in Layer 3 water, the sprite can get past the actual water and swim in-land... which is kind of strange, in my opinion. Therefore, I highly recommend not to use this sprite in Layer 1 water.

---



This is not such a big deal, although the fact that those pipe entrances look a little weird since they are not upsidedown as the rest of the pipe bugs me a little... :|

---





That level doesn't look like it is set in a lake by looking at the overworld, in my opinion (the same goes to the previous level). Try making it inside a small pond in the overworld, instead of making it look like a random grass level, which doesn't match properly with the actual level theme.

---



To be honest, I found this castle level a bit too tough, especially in the areas shown by the screenshots above. Try doing some small tweaks in them in order to make this level easier and worth playing.



There is quite of slowdown found in this place. Try removing some of the enemies that can be found in this portion in order to prevent the slowdown from happening constantly.



This may happening because of the excessive ammount of enemies put in that area, as well. As said before, try removing some of them from the areas where these problems happen the most.



You should fill the entire last screen with castle walls, or else whoever wants to explore the very right side of the level will fall into that hole right there... :O

---

Overall, this was a pretty fun hack, and I must admit that your levels were pulled off quite nicely. There were a few levels which were a tad too hard, though, such as the castle level and world 2-1, which was a pain to get past of. :/

Other than that, you did a really nice job on everything else - good luck with this hack, I'm sure it is going to see the light of the world someday. ^_^

Oh, and by the way, before I forget, I recommend increasing the time limit of the castle level, since I ran out of time when I was... err... uhh... near the end of it. Uhhh, but even though, there are people who can be rather slow at playing it, so I highly recommend doing so.
Removed
Hack Name: smw 1.0 Demo - 154.6 KB - 3 downloads.
Length: Unknown
Author: nintendodudegt87 - Submitted by: nintendodudegt87
Description: The same old thing the princess gets kidnapped and its your job to save her

Reasons
I was not able to see any meaningful difference between this version and the last version (which was also rejected.) Honestly, I think you might be best served by playing more of the hacks on the site and replaying some of the old SMB games to get a feeling for what constitutes good level design. Honestly, all I saw here were borderline Kaizo traps (i.e. death at level start due to lack of Switch Palace, timed Bullet Bill hops across pointless Muncher pits, invisible coin blocks that kill you, etc.) and repetetive level design. Seriously - take my advice above and play around with LM for a few more weeks before resubmitting. Lastly, always review our Hack Submission Guidelines.

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

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: Super Mario and the Missing Princess (Demo) Demo - 234.8 KB - 47 downloads.
Length: Unknown
Author: DarkStar25 - Submitted by: DarkStar25
Description:

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.


This hack was rejected primarily for its intense graphical glitches:



On top of that, there were some other minor things that could be fixed.


Make sure you use the right FG/BG level start settings to avoid this weird scroll-down upon level entry.


Try to keep the player visible on the screen.


Avoid enemy spamming - in this case, Blue Beach Koopas. What I noticed with your hack is that there is also a lot of repetiveness - the same enemies and level structures used again and again. Try mixing things up a bit more.

Anyway, you're not off to a bad start. Keep practicing and things will get better! Give it a few more weeks though before you resubmit.

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

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

Hack: Famontar VS Mario
Author: Famontar
Author: My first hack, it is about half the size of the regular game, but my next game wich I will be partnering up with TheHotPie5, will not only be longer! But it will also be harder!



A few seconds into the opening title screen, it crashed so hard, it corrupted my SNES9X sound settings. That's a hard friggin' crash, and I'd ASSUME that it would have been easy to find if you tested the patch before uploading.

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

Removal Log
Hack Submission Guidelines
My Sites

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

My Hacks:

Removed
Hack Name: departed mario - 168.3 KB - 12 downloads.
Length: 6 exits
Author: alltruewarriors - Submitted by: alltruewarriors
Description: a very interesting hack. it's made by superwiidude of the a gamers life forum. i wanted to share it with everyone here, because of how awesome it was.

Reasons
It's pretty obvious that the author here put a lot of effort into this hack. Graphically, it looks great. I could not find any graphics issues whatsoever. In fact, everything was structurally put together really well. The overworld was also nice.



We recently implemented new Hack Submission Guidelines. This hack does not meet the following guidelines:

Originally posted by Hack Submission Guidelines
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.


It's a shame - this hack is being rejected on its difficulty alone. Unfortunately, hacks of this level of difficulty are accepted in the hack section on the site. However, I really have to give the author here credit for putting together a really nice looking hack. We do have a thread for Kaizo Hacks though - you might want to check that out.

Anyway, here are some of the more specific reasons for rejection:


It is extremely hard to get through the small passage through here. I ended up cheating by going over the top. For me, neither feat was accomplishable without rewinding/savestates. Also, that Chomp would look better chained to a block.


Here, you have to run past two Firebars while also (hopefully) timing things just right to be able to avoid the baseballs. Not very easy.


Spin-jumping across pits while being fired at from multiple directions is also pretty hard. (Bear in mind that this is the first level of the game.)



This cannon seems to shoot you straight into a patch of Munchers...


If you try jumping across the pit rather than using the cannon, you end up here, with another narrow gap that takes perfect jumping to fit into.

This is where I was unable to progress in this level. I took a screenshot of the rest of the level so that others could see the consistent level of difficulty.


So, if you get tired of the difficulty on Level 1, you can go on to Level 2, only to find out you are stuck if you don't finish Level 1.

While this game does not meet the site's general standards, it is still pretty nicely put-together. You could probably put together a good vanilla hack if you wanted. If you keep working on this one, though, I really do suggest you check out that Kaizo Hack thread I mentioned above to show off your project.

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

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: Super Mario World Master Quest 7: Redrawn - 1.7 MB - 38 downloads.
Length: 96 exits
Author: Alex No - Submitted by: Alex No
Description: This is my last hack.
New:
Graphics
ExGFX
Custom Music
ASM Sprites
LEVELS
BACKGROUNDS

Thanks to: Meta Knight for ExGFX and Icegoom for the redrawn patch and GFX

THANKS FOR GFX, SPRITES, MUSIC, PATCHES, BACKGROUNDS, AND EVERYTHING.

ENJOY IT.

(PLEASE REMOVE THE OTHER ONE. IT HAS WRONG SCREENSHOT)

Reasons
This hack looks pretty promising from your screenshots. However, the .zip archive seems to be broken or corrupted. I am unable to open it. It's a good idea to always test your patch AND your .zip to ensure they are both functioning correctly before uploading.

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

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: lost in yoshi island Demo - 164.3 KB - 8 downloads.
Length: 1 levels
Author: nep-enut - Submitted by: nep-enut
Description: I made a mistake and the computer was logged in inside my brothers account.as I said before enjoy

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.)

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.


The one playable edited level in this hack was generally good design-wise. There could have been a bit more variety in the form of varied enemies, multiple paths, more power ups, etc. but the basics of good level design were definitely there. However, one level does not make a hack, so this has to be removed. Here are a few other things:


Not a reason for removal, but an edited overworld would be nice next time around.


Does this tileset take up a huge amount of space? It would be nice to see some sort of background here. It's kind of plain without one.


Unedited Yellow Switch Palace + still accessible = reason for removal


Entering level 2 equals insta-death.

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

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: L4good island Demo - 137.1 KB - 2 downloads.
Length: 6 levels
Author: L4good - Submitted by: L4good
Description: this is my second hack and also my first demo

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.

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.


The main issue in this hack is the excessive use of enemies to artificially increase the difficulty of the game. I would suggest cutting down severely on the enemies and varying your levels more by adding multiple paths, more coins/blocks, mini-quests, puzzles, etc.

Another issue involves the use of bad palettes in a few levels, such as here (see the berries) or in the castle. Try out custom palettes.

This level has several strong resemblances to the original 106, but...

...it isn't a blatant edit like your Yellow Switch Palace. Make sure you remove all traces of the original levels before submitting your hack.

Unfortunately, several levels demand that you have beaten the Yellow Switch Palace in order to progress. If you don't, it creates a Mario-is-stuck-forever-until-he-kills-himself situation.

Anyway, you're not off to a bad start, but things could be better. Play some of the featured hacks here to get ideas for enemy placement and level design. Good luck!

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

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: Sonic's Crazy World - 548 KB - 41 downloads.
Length: 12 levels
Author: NintendoPalkia - Submitted by: NintendoPalkia
Description: This is a rom hack I made with my friend. His name is Dec/ssbbdude/chaosC57 and we are very proud of this hack. And yes there is custom music for some of the lvls and there is custom ExGfx for the enimies. And obviously your not playing as mario but you are playing as sonic in mobius. And YES there are chaos emeralds to find.

Hack Name: Mario's Training Camp - 407.4 KB - 19 downloads.
Length: 9 levels
Author: NintendoPalkia - Submitted by: NintendoPalkia
Description: A hack i made a while ago. It would've been better but it got messed up by lunar magic...this is my third rom hack but the first one to be submitted to smw central. please review this rom hack.

Reasons
Both of these patch packages included copies of Lunar Magic.exe - however...

Originally posted by Lunar Magic's readme.txt

4. Legal Notice
______________________________________________________________________

The Lunar Magic Mario World Level Editor program (hereafter referred
to as the "Software") is not official or supported by Nintendo or any
other commercial entity.

The Software is freeware thus it can be distributed freely provided
the following conditions hold:(1) This document is supplied with the
Software and both the document and Software are not modified in any
way (2) The Software is not distributed with or as part of any ROM
image in any format, and (3) No goods, services, or money can be
charged for the Software in any form, nor may it be included in
conjunction with any other offer or monetary exchange.

The Software is provided AS IS, and its use is at your own risk.
Anyone mentioned in this document will not be held liable for any
damages, direct or otherwise, arising from its use or presence.


Aside from that, though, there is really no good reason to include Lunar Magic with your hack, unless you WANT other people editing it.

Anyway, resubmit whenever you have some time. Lastly, have you tried this out on beta testers yet?

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

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Hack Name: levels hack
Length: 23 levels
Author: plow - Submitted by: plow
Description: A level hack (MY FIRST HACK! :)) that... even though its bad, at least try to unlock "the battlefield" ok? and btw all levels are my idea so rate and comment!

---


The message box for Yoshi's House said that if you kept going right, you'd get a surprise. Well, there's a discolored purple triangle and floating birds at least.


Screens and screens of this. There was really nothing worth getting at the end.


Placing coins just over note blocks here is a bad idea. When I hit the note block from below, I collect the coin and the area right over it becomes solid.


Screens and screens and screens of this.


Move the goal post one tile down, then put the rope over it so you don't get the garbage on the bottom.


Completely blank yellow background, and the P-Switch did nothing here.


A yellow switch AND a goal post? Getting the goal post doesn't seem to do anything here, and you can just re-enter the switch palace.


From this point forward, I will regard floating munchers as "flunchers." So yeah, please no flunchers here. It made this area very frustrating.


Strange block of water right here.


Uh... why is there a blue switch palace here?


Whatever the case, I was unable to get past "jump!" on the OW, even after getting the normal exit.

---

All in all, this hack had some very long, repetitive sections, a couple glitches mentioned above, clear edits from SMW, and most of all, the overworld did not function correctly so you could not get far into it. What I really did like, however, was the nice, faded palettes you used in the hack. It was a great break from the normal SMW colors.

I'd recommend you get the OW issues squared away and try to bring more variation to the long, repetitive sections. Your overworld issues were likely caused by the switches, so you may want to remove the goal in the yellow one, and eliminate the exit leading to the blue one entirely in the second level.
Pages: « 1 233 34 35 36 3758 59 » Thread Closed
Forum Index - Sunken Ghost Ship - Display Case - Hack Removal Log

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2019 - SMW Central
Legal Information - Privacy Policy - Link To Us


Total queries: 7

Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • SMBX Community
  • ROMhacking.net
  • MFGG