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Hack Removal Log
Forum Index - Sunken Ghost Ship - Display Case - Hack Removal Log
Pages: « 1 234 35 36 37 3858 59 » Thread Closed
Removed

Hack Name: Bowser's armada (demo) Demo - 38.5 KB - 19 downloads.
Length: 9 levels
Author: One Chance Speedrunner - Submitted by: One Chance Speedrunner
Description: so every thing works now so have fun. oh and if you get to the star world sorry you have to edit because i forgot that i was editing the first level so sorry well but ha´ve fun everone!^^

Here's why

First off, I just wanted to say that you hardly changed anything from the last removal log. There are minor changes here and there, but many of the more serious issues are still present. Please review this log, as well as the last one before you submit this again. Consider this a warning.



Do not edit Level 104! If you plan on using the original SMW ending, you must change the level back to the way it was.



"Hello! I'm not home right now. I'm out saving the world again. Leave a message."



*throws up* I realize that you're trying to make a house using the graphics from the original game. But...is it really necessary to use brown water for the windows? It looks absolutely disgusting.





Why does Mario keep clouds in his house O_o I realize that the cloud in the second screen is meant to be a mattress, but what is with the stack of clouds in the first? I recommend removing both.



Many screens of running. There is no real purpose.



You neglected to fix this. Please remove the surface jumping fish. They only work properly on layer 3 tide or a level full of water.



You did not fix this either. Fix the BG and FG starting positions.



Super easy 3-up moon. Moons should be hard to find and get.



"Mariooo! The pipe broke when I kicked it, and water came out. I hope you can push the switch anyway bro!"



The pipes are cutoff, the water looks weird coming out that way, and the cement blocks create cutoff in the water. I understand you're trying to make a waterfall, but it's not going to work that way.



It's all about water and water? What?
"Hi! Welcome to Bowser's Armada! It's all about water and water. (?) These doors lead to something, but you need to press the switches."
Also, doors look strange when they are above one tile blocks. I would recommend deleting the block on top, and then move the door onto the 3x1 stretch of blocks.



You did not fix this either. Lower the BG and FG starting position.



Is this supposed to happen?



The ledge tiles overlap the water tiles, causing cutoff in the water.



Strange event.



I got here by climbing over the cement blocks to the left of the keyhole. Not sure why this is out here, but there is no way to get back.



Here is a fatal mistake on your part. I got here my dying after the midway. First of all, you did not fix this, despite being told to. This is a game breaking mistake, since the player needs to lose all of their lives if they wish to continue.



Simple jump...



...who saw that coming. Seriously, this tactic is stupid, and simply not needed. I did not expect to see such a low blow in this hack. Not sure why it's there, but remove it, as it only causes frustration.



As mentioned before, I can climb on the cement blocks.



Pipe creates cutoff in the mushroom ledge.



"Smal" should be "Small"



Pipe creates cutoff.



Pipe creates cutoff. Going into the pipe leads to...



...here. Once again, you did not take Broozer's advice. Change the FG and BG starting positions.



Fatal mistake #2. If the player grabs the midway point and dies, they are doomed, since the midway point drops them here. They can't continue the game from here. PLEASE FIX THIS.



Nice idea here. Just a suggestion, but try enabling layer priority for these to add a nice touch.



*throws up again* Seriously...what is with the brown water? Why couldn't you just construct the outside part of the castle using the big castle blocks you used in the previous screenshot? At least get rid of the brown water O_o



I believe Broozer pointed this out as well. Get rid of the berries.



Highly un-edited Star World level. The only difference is that you got rid of everything in between the start and the exit. If this level is under construction, do not let the player access it.



"Here ends the demo. I was kind enough to let you complete the normal game too. Bye!"
Seems to be a cure for laziness. Instead of doing that, change the castle level to not carry out an event upon completion.


That's it. I advise that you follow this log, as well as Broozer's log before you submit this again. If you do this again, you could be subject for a temporary ban. The midway points definitely need to be fixed, as they are game-breaking in their current state.


Removed

Hack Name: 10 Levels (demo 1) Demo - 19.8 KB - 14 downloads.
Length: 2 levels
Author: plow - Submitted by: plow
Description: My hack... since my other one didn't get on i will submit this one. by the way i just checked it and there are no problems with the overworld like the other one!!!!D: :( grrrrr. Anyway I hope you like it. I have no idea how toedit the overworld so it doesnt glitch out when you complete levels thats why i dont make them. and by the way if you cant go to the other levels that means its a good patch because those arent hacked yet.

Here's why

Honestly, this hack needs quite a bit of work. There are a lot of small mistakes, but they really take away from the overall experience, as they are plentiful. Also, there are some cheap tricks that you use that can infuriate the player. That is the main reason for rejection, as they are unfair. There are also a few grammar mistakes, and I will highlight those below as well.



"hace" should be "have".
"and" should be "And". Also, you're technically not supposed to start a sentence with "and". But whatever...I'm no master with the subject :P
Capitalize "Mario" and "Yoshi".



The plain BG is very dull.



I've never played any hacks that utilize this trick before today. This is the second time I've fallen victim to it as well. It must not be my lucky day ;_; Anyway, you use this cheap trick many, many times in the same level. This is considered unfair, and is in violation of our submission guidelines. Please remove them.



You go from ground, to bones, to brown blocks, then back to ground. The brown blocks are very weird to look at when used as platforms. Why can't you just use the dirt ground in a stair-like pattern? Also, the throwable blocks create cutoff in the dirt.



Personally, I've never witnessed a sign that can violate the laws of gravity and float above the ground. On that note, I never witnessed a blade of grass utilize the same technique. Move the sign onto a flat piece of land. The ground is also cut-off. Use an edge piece to fix this.



The arrow in the above screenshot points straight down. If you do exactly what it suggests, you land in this muddish material. You should move the arrow to point above a safe piece of land instead.



The mud mysteriously stops in midair.



Okay. I went up from the starting point, and crossed all the bridges. I reached this item block, which was at a dead end. There is no other path to follow.



But if jump through one of the holes, you may get lucky enough to land on the pipes. You should avoid using blind jumps.



I have no clue what is going on here, so I won't bother wrapping my head around it. You should move the ground down a bit, so Mario isn't offscreen. Then, replace the ? blocks with a flat piece of land, and extend it down so it covers up the missing tiles.



Do not put ground on the lowest row in Lunar Magic. The player can only see the first pixel of that row.



"YAY! Thank you so much for rescuing me! Let's head back to my house if you want to learn how I got trapped."



Err...what? This was a serious wtf moment for me. I lol'd though.


There were many graphical errors present in this that need to be resolved. The grammar mistakes are minor, and are not a reason for rejection. They are merely suggestions. The hidden ? blocks should definitely be removed, and your hack will not be accepted until you do so.
Removed
Hack Name: SMW Cartoony Redraw 0.1 Demo - 115.6 KB - 11 downloads.
Length: Unknown
Author: Kirbydavy - Submitted by: kirbydavy
Description: I'm kinda new here...
Not all the sprites are redrawn,this is just a sample of what I'm making. It will all be done soon. ;D
It should be used as a base hack.

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.

Also, we don't really accept graphics hacks unless they are largely complete alterations of all of the graphics in the game. At this point, it would be better just to submit your graphics to the ExGFX section, but bear in mind that they have standards for you to meet as well.

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

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: Mario's Mountain Kingdom Quest Demo 1 Demo - 144.4 KB - 21 downloads.
Length: 7 levels
Author: Darkrai - Submitted by: Darkrai
Description: This a completly Vanilla Hack. That means that you won't see any facncy sprites, music, ExGFX, etc...

Story: Mario, Luigi, and Peach have recieved invitation from the Mountain Kingdom's King, Higherupper, to come to the Annual Mountain Festival. Little do they know that Bowser has intercepted the letter and made it into a plan to kidnap the princess, and take over both the Mushroom and the Mountain Kingdom. As soon as Mario and comp. arrive, Koopas attack them, leaving Mario and Luigi knocked out, and the Princess carried off. As Mario awakens, he finds out that Bowser had taken the King and split him into seven cards, along with his castle. Now Mario must Get the cards and the Princess back to save the kingdoms!

Reasons
This hack was really well done. The level design was great and the difficulty was mostly fair and the story was cool. I regret deleting it, but it could really use a few fixes before it is ready to be submitted.

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.


Everything in rule 7a is what did this hack in. Here is a breakdown:


There were a number of places where the player could get stuck in walls. The main fix for this is making solid block tiles (use ExGFX and/or Map16) at the tops of open ground sections that go to the top of the screen.


Something about these lava tiles doesn't work well when Mario hits them from a corner. I would make sure you used the right tiles or make this a solid hurt/kill block with the same graphics or if all else fails, a Muncher with these graphics (as long as you won't have a P-Switch nearby).


Here again, the player can get through this slope corner. Use the Slope Fix block or make sure you're using the right object here or use Map16 to fix this as above.


There is a unique sprite in the original Level 105 that can prevent this from happening.


Not a reason for removal, but I found this interesting - if I would get a full running start at this pipe, I could slowly run through it. Might be in the real game, but I'm not sure. Just interesting.


Since this mushroom top goes behind a stalk, I should disappear behind the stalk too (logically) - instead, I fall. Use Map16/ExGFX to fix this up (by giving me something to stand on and giving the stalk layer priority or by drawing a mushroom top over a stalk and letting me walk in front.


It's generally viewed as unfair to make it possible to be hurt by Jumping Piranhas behind the scenery. Rearrange this, use Classic Piranhas, or make the Jumping Piranhas rest on the ground.


This was a blind drop requiring a split-second move to avoid death - not fair. Also, it seems weird to be able to rub up against lava and not be hurt, but meh.



Not real reasons for removal on their own, but these jumps/slides are kind of tricky for World 1 and stand out as unusually difficult compared to the rest.


Cut-off Dragon Coin - move elsewhere.


The following aren't reasons for removal, but they could be fixed before the next submission:


Change the FG/BG level entrance settings so Mario isn't off-screen when the level loads.


There were some coins (and a Dragon Coin) off-screen in this level. I would either make ONLY the Dragon Coin off-screen or activate free scroll.


This pipe goes nowhere; I assume it will later? Also, is this the end of the demo? It might be nice to indicate that somehow.


Is this supposed to be a level tile? Also, seems strange to stand in a water level.


No message.


I can stand on the bottom of the screen, except where I fall and die. Make this all solid and moved up or make the drop-off visible.


This area seemed to spam Blue Koopas a bit - it seemed like the least original things in your hack. I am just mentioning this because the rest was so good - I think this could be worked on more.

Despite all these little things, this was a fun hack. I'd love to see it fixed up and resubmitted as soon as you have some time. A few more levels might be cool too (at least until the first castle). Good luck, and keep up the good work!

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

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: Super Mario Wuss - 169.6 KB - 15 downloads.
Length: Unknown
Author: Pokemon Hack Master - Submitted by: Goldenkirby3
Description: Beware.Levels:almost impossible to die.

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.
Hack Name: Super Simple World V3
Length: 25 levels
Author: Marioplay3r - Submitted by: Marioplay3r
Description: It's A Fun hack I whiped up with a good challenge with some jumps overall I give it a 8/10

---

The IPS patch you submitted doesn't work and crashes the ROM. Please test the patch before submitting next time.
Removed

Hack Name: Stupid Mario World - 33.5 KB - 20 downloads.
Length: 4 levels
Author: PuniperTV - Submitted by: PuniperTV
Description: Getting started with this. Enjoy!

Here's Why



The title screen is garbage. If you want a custom title screen, just use the lowercase letters, or draw your on. The lowercase letters on the bottom need to be touched up. Just use the same set of letters instead of switching.



Normally, you don't see flat patches of land floating on the ocean. Likewise, it shouldn't happen in the game. Please put some effort into the OW, or just use the original if you don't know how to use the OW editor.



Yoshi is not compatible with the graphic set you're using. Also, why is Mario sick?



Ah, that's why. This level has cut-off galore, and Mario doesn't like it.



Cut-off again.



Headless Yoshi. Oh, and cut-off.



Yoshi started spazzing out here. The blank tile below Yoshi acted solid for some reason. Also...do I even have to say it?



Ah, my first run in with a big block of Munchers. They shouldn't be staked like that, so either redraw a new graphic for them, or remove them.



What's the point of having these springboards in an underwater area? Besides that, they are facing the wrong direction.



More cut-off. This level is total garbage, as there are random pieces of land floating everywhere, holes like this in the ceiling, and wrong corner placements. Please review your levels before submitting them.



Your second "actual" level is a cheap rip-off of Bowser's Castle.



At least you changed one room...but it has floating munchers.



The second room has a row of Thwomps on the bottom, clouds, and floating grass. A nice combination.



The rest of the level remains unchanged.



Example 2 to help support above statement.



Peach is just as disgusted as Mario.


Yeah, this hack needs a lot of work. The first level has random pieces floating around, and absolutely none of it makes any sense. Especially since half of the objects you use doesn't belong in an underwater level. Random pieces of land floating doesn't make any sense, and huge gaps in the ceiling is even more perplexing. Level 2 is essentially Bowser's Castle. You only changed two rooms, and added more powerups to the hallways in between. Scrap the entire level and build your own, as we don't accept hacks with blatant edits.
Removed

Hack Name: Super Mario Versus Bowser's New Army Demo - 453.1 KB - 14 downloads.
Length: 19 exits
Author: yogui - Submitted by: yogui
Description: The first demo of my hack: Super Mario Versus Bowser's New Army.
There are 2 worlds, and a missing level (try to find it).
This demo contains ExGFXs, customs musics and customs blocs/sprites (but not a lot).
If you found any errors, glitchs, or spelling mistake, please tell me what is it.
So, play and have fun! ;)

Here's Why

First off, I just wanted to say one thing...this hack was fantastic. I haven't enjoyed a hack this much in a long time. That being said, there was one rather large bug I noticed, and it should be dealt with before this hack gets accepted.



In the second world, the event that occurs after the first level created a lot of glitchy tiles. Unfortunately, they don't go away at all, and I only assume that something went wrong when you added in custom tiles. Fortunately, this is the only significant error I found. If you can fix this, you're golden ;)

Also, while we're here...



Another look at the glitchy event. Also, "chimical" should be "chemical".



The only cutoff tile I saw in the entire game.


I'll be sure to write a review for this as soon as you fix the OW error. Good luck, and I look forward to seeing the final version.
Removed

Hack Name: Mario Underworld Secret Storys - 20.6 KB - 40 downloads.
Length: 8 levels
Author: stummelworks - Submitted by: stummelworks
Description: The first Game of a german Smw Hacker.

Hard and easy secrets waiting for you... in 8 levels...


Here's why



Nice idea forcing the player to search for an alternate path. However, I disagree with using the cut-off tile. I think using a flat tile that is darker than the surrounding tiles will work better.



The player can climb over the wall here and die. Use a flat piece of land and extend it to the end.



Uhh...what is up with these lava tiles that act like water?



The player shouldn't need to take a hit to continue.



The initial FG setting starts too low in this level. Think it was level 3.



The cement blocks cause cut-offness in the ceiling. Also, forcing the player to randomly choose a hole, with only one being safe is a little mean.



Cement blocks cause cutoff in the water and lava.



Once again, you should avoid blind jumps.



The comment I gave on the first picture applies here as well.



FG starts too low.



Missing corner tiles.



FG starts too low.



Nothing here...right?



Wrong. Not sure what it's doing here, but I assume you can just remove it.



Why is there a P-switch hovering in midair?



The FG starting position from the midway is set too low.



"which linked"



Do NOT use Level 104 if you plan on using the original Super Mario World ending sequence! As you can see, the ending uses that level! Save the level your hack uses to another level, and change 104 back to the way it was.


All in all, it was an okay hack. Some puzzles were fun, and you had some neat tricks here and there. I sometimes had to do a puzzle a longer and harder way, only to find out that you had hidden bridges or stairs that appear when you use a p-switch. You may want to show some sort of indication when you use that trick.
Removed

Hack Name: Super Mario 6 Level (Final) - 23.8 KB - 5 downloads.
Length: 6 levels
Author: KingYoshi89 - Submitted by: KingYoshi89
Description: This is my first Romhack ever.
And there only six level.
The level gonna be great
If you want...

Here's Why



Beating the first level causes a glitchy event. Also, I was able to reach the first five levels from the start.



Cement blocks and pipes don't work well together, unless you give the cement blocks a square shape.



I didn't know what to do here. Falling down leads to death. You have to get a running start and jump as far as you can to make it. If you're going to use blind jumps, use coins to guide the player.



Move the pipe one tile to the right.



You used the wrong corner tiles here.



Blatant edit of an original level in SMW.



Beating this level destroyed an invisible tile.



The FG starts too low in this level.



Ropes don't look right when you stop without a tile on it's end. With that being said, it seems like you used a switch palace block to do just that...only one problem. Since there is no switch in the hack, they remain hollow. Regardless, I recommend using a cement block.



Use cement blocks here as well.



Pinkish lava is quite disgusting.



Garbage flies out of the lava when something hits it.



More blind jumps. The player shouldn't have to hesitate and wonder if it's safe to jump.



More glitchy events.



Use the candle generator. Also, the player should not have to take a hit to continue.



The fireball is missing a tile. Check your sprite memory settings.



Blocks create cutoff in the ceiling.



This area is an edit of the last room in the original Bowser's Castle. Also, this jump can be difficult due to the odd jumping behavior of the Ninji's.


The hack wasn't hat bad, but I didn't see anything new or exciting. Many levels were reminiscent of the original Super Mario World. Try using custom palettes to liven up the hack more and to help add in your own personal flavor. The only level that had a custom palette was the desert level...and that one needed a little bit of touching up. (Like the lava.)
Removed
Hack Name: smw 1.2 Demo - 155.6 KB - 6 downloads.
Length: Unknown
Author: nintendodudegt87 - Submitted by: nintendodudegt87
Description: The same old thing the princess gets kiddnaped andits your job to save her

Reasons
Originally posted by Site Rules
4d) Don't submit crappy content
Don't submit buggy hacks, don't submit horrible ExGFX, and don't submit glitchy custom blocks/sprites. They will be deleted. Consistently re-submitting bad content will get you banned.


If you can't take the trouble to follow our standards, then we don't need to take the trouble to accept your work.

Enjoy your ban.

For documentary purposes, here are the last two removal logs for this hack, which as far as I can tell has not changed since the first submission and has certainly not taken into account anything from our removal logs:

Originally posted by Foursword4
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.


Originally posted by Ludwig
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 j world - 18.6 KB - 8 downloads.
Length: Unknown
Author: the flying J man - Submitted by: theflyingjman
Description: can you beat me and my friends?! there is no real picture sorry:(

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.</div></div>


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

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: Mario: Dawn to Darkness (v1.4) Demo - 363.3 KB - 44 downloads.
Length: 16 exits
Author: Yanamanka - Submitted by: Yanamanka
Description: -Renamed Mario the Galaxy Chronicles-

When Bowser disappears, Mario has to call off his vacation in the land of Acrillya and find out with the Big Brute is up to! Could Bowser's disappearance be in anyway tied to the appearance of a new Star?

Brought to you by Team Five Star!

Reasons
This hack was pretty nicely put together. Level design was solid overall.

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.



When a Question Block popped out this star-shaped item, I had no idea what it was at first. A Message explaining that it is this game's equivalent of the Key would be nice.


There were a few different layer priority issues with this castle rooftop.


I think this object seems a bit too sparkly to hurt you. I couldn't tell it was dangerous at first, anyway. I would warn the player with a message or something.


Don't use the bottom row of blocks in LM because they aren't visible in game.


An issue that really bothered me in this hack is that so many rooms didn't have the right FG/BG start settings.


Glitched Goal Spheres - use ExGFX to use something other than a Wiggler head.


Glitchy OW paths.


I really hated the eye-bleaching flashing yellow signs in this section. Also, your Throw Blocks have purple borders - this could be easily modified by changing the GFX or palettes. On that note - all of your palettes could use a bit of work. It seems like you are using palette rows that affect other GFX. There is a great diagram in SMW Data Repository that shows how to rearrange your palettes to maximize space for FGs and BGs. That ghost ship - I get that the green is to show ghostliness, but it is really a ghastly color. The pipe is hideous. Also, it would be nice to see a bit more consistency as far as hard vs. soft outlines around graphics go. These are just my observations though, so they're kind of subjective, but I do think a bit of work would make your palettes and graphics look tons better. My best suggestion is to not use the default palette locations included with ExGFX - tailor where you place them with your hack.


This is a tough jump no matter how you slice it.


THANK YOU! graphics are messed up.


I had a REALLY hard time telling the difference between the BG and FG in this level. I would make the palettes used by both totally different. Sometimes you could stand on mushrooms here; other times you couldn't (see the Koopa falling to his death). Also, the spikes here are kill blocks - that's not how they behave elsewhere in the game and there is no warning.


... and if you eat a Blue Shell you can just bypass all the puzzles by flying over the top of the level.


Needs Fade Fix Patch.


Why can you stand on certain crates but not others?


Why do diagonal cannons use horizontal bullets?


In this part of this level, you can hop over the top of the wall on both sides and die.


Nasty sign palette - plus tides aren't really good in vertical free-scroll levels. Try fixing that issue with the custom sprite.


Use different sprite level settings or use the No More Sprite Tile Limits Patch to avoid cutoff sprites.


These narrow passages are only fun for Small Mario.




These aren't reasons for rejection, but I have a few other suggestions:


In both of these levels, you get Yoshi but are unable to finish the level with him due to doors. Not a big deal, but why give him away at all in the level? I would also suggest making these No Yoshi levels. It just seems sucky to catch him and then have to throw him away. Also, with the first screenshot (Peach's Castle), you have no way of leaving this section of the level while riding Yoshi - it would be best to add the Side Exit sprite in this section so you can exit anywhere in the level.


What Springboard? I never saw one.


Why give away a Pink Berry in a spot where it's impossible to play the Coin Cloud game? :(


The S in Mario Start is the wrong palette. There is a fix in the ROM Map for that (and a patch that fixes it and other minor issues).


You obviously know how to use ExGFX - why not use some sort of pipe junction instead of glass boxes?


This enter from pipe setting was a bit high.


It would be nice to see the Ball N' Chain tethered to some sort of block.

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

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

Hack: super j world
Author: theflyingjman
Description: can you beat me and my friends?




It's Level 105, but with a ton of cape features at the start and a bunch of springs and two million 3up moons in the middle. That's it. Nothing else.

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

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: Levels hack (DEMO!) Demo - 137.3 KB
Length: 3 levels
Author: plow - Submitted by: plow
Description: "3 sweet levels that i made alon with no help at all the only help i got...... I am gonna make 10 levels in total so expect more!"

Reasons



Cutoff tiles on the slopes (there shouldn't be a floating slope like that in the second shot). Also, where's the background in the first two shots?


Unedited YSP.


Don't use the bottom row of LM. The player cannot see what's down there ingame.


About 3 screens of this. Mix up the levels a bit.


Not sure what's with that ? block up there in the BG.


I enter this pipe...


And come out here, which was an area in Level 2. Is this intentional? I found no other exit to the level. If so, why is this area accessible from level 2?


Spin Jump here and you're toast.


Don't edit Yoshi's House if you're planning on using the ending sequence! Editing it will mess up your end sequence. Also the BG palette is off (notice the discolored tiles).

Verdict:

It's not bad, just...kind of boring. You need more to spice up your levels. Play a few featured hacks and get a feel for what great level design is and see if you can't come up with design like that.
Removed: 4 lv hack by metalhead

Why:


This message is full of bad grammar.

"Can you beat the four Tests of Bowser and save the Princess?"

is how it should look.


Your whole first level is very flat and square. This makes for a very boring level.

You also jump over munchers to land in one-tile-wide spaces to get safety. This is borderline unfair, and it IS unfair when one jump is over Munchers in a low ceiling. You have a LOT of low-ceiling jumps in this hack- that makes jumps a bit unfair depending on how far you must jump.


Minor problem, skulls go through the ground. You can fix it by moving the ground over a bit.


Low ceilings are not fun when you must jump over pits or other dangerous places. Also, this level is FILLED with bad corner tiles.


You need to put a solid wall against the purple lava. It's not right as it is now, as it pretty much makes the lava cutoff, for all intents and purposes.


Look above the TIME counter to see a Ninji- it used to be where Mario is near. Try to avoid placing Ninjis in low ceilings like this- they can jump through solid objects.

Really, this whole entire hack was absolutely boring... Keep working on it, and be sure to get some beta-testers next time!


<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: Rise of the DONGS MODE #smwc +qao-ao blackhole89 blackhole89 blackhole89 Sonia Sonia lol
Author: Locutus of Dongs
Description: Sdfhsfh




This isn't a screenshot. Also, submit your hack as something other than MWLs.

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

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: Bowsers Valley Demo - 330.7 KB - 25 downloads.
Length: 10 levels
Author: reghrhre - Submitted by: reghrhre
Description: 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

Reasons
This hack wasn't bad at all, but it could definitely use some polishing. My best piece of advice would be to avoid enemy spamming and to increase variety - several areas seemed like the same 2 or 3 enemies, over and over and over, across an only slightly varied landscape. Try using different enemies and add sections where the player has to suddenly go in a new direction, or add multiple paths to the level.

Another thing I found strange is that your ROM is 2.5 MB. 2 MB or 4 MB is sort of a standard, but apparently 2.5 works as well?

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.



Empy Message Box(es).


Use different FG/BG start settings here to make the screen centered on the player as soon as they enter.


Monty Moles like this should be used level with the ground. There are different moles to use for the "sides" of ground.


If the Bully corners you here, you are permanently stuck for all intents and purposes.


Glitchy OW paths.


Hideous forest top palette.

One thing I also need to ask is if you asked iQue/Applecore if you could use several elements of his hack as a base for yours.

Originally posted by iQue/Applecore from the Kaos Islands readme
Enjoy the game and please don't steal or use my creations without persmission.


Here is what makes me think you somehow used it as a base:


Kaos Islands featured several variants of the classic Piranha Plant. I don't think these are publicly available, but I could be wrong. While we're hitting on general similarities, Kaos Islands also used these exact same ExGFX, player graphics, palettes and health bars. Kaos Islands also used a redrawn OW while using a mix of SMB3 graphics and specific YI graphics sets for the levels (all of which I saw reused in your hack).

Further proof of ExGFX recycling:
Bowser's Valley is on the left, Kaos Islands is on the right - both have the same nasty-paletted treetops, only in Kaos Islands these graphics weren't visible in-game.


Here, the castle tops have the same slightly irregular tile pattern for the parapet.



Kaos Islands also featured castles at the end of each world which increased your health and featured one of Schwa's pseudo power-ups as a gimmick.

Lastly:



If iQue/Applecore gave you permission to use his hack as a base, that's fine. I've not seen him on the site in a while though. I'd like to somehow confirm that he gave you permission, so please PM me with an explanation whenever possible. Thanks!

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

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed: Mario Forest (Hack ID 2409)
Author: Platinum Roy (User ID 5296)


Reasons/Problems are as follows:




Yoshi's house has you trapped once you enter it. You cannot exit!




Aside from Yoshi's House, there is only 1 other level tile immediately accessible as you start. However, you instantly fall and die when you enter, thus making the hack unplayable. :(




Oh, also, you might want to try to improve this title screen too.
Hack Name: The Easiest Level ever!
Length: 1 levels
Author: PuniperTV - Submitted by: PuniperTV
Description: The easiest level! Not the title screen.

---


^ This is the title screen. You may want to eliminate the black outline, and I don't understand the signficance of the discolored 0's. But it's the least of this hack's problems...


Hm... this is just the intro! That's right, you're permanently stuck in the intro and have no way of beating it. So much for the "easiest level ever."


And you get a nice little time up message as well.


Yeah, you can keep doing this until the numbers glitch up like this. Get N or get out! (oh wait you can't get out)

This hack was clearly a joke, and next to no effort was put into it. Please, in the future, upload a real hack instead of a prank like this. Do it again and you'll get banned.
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