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Hack Removal Log
Forum Index - Sunken Ghost Ship - Display Case - Hack Removal Log
Pages: « 1 241 42 43 44 4558 59 » Thread Closed
Hack Name: Bill's World v3.5.1
Length: 16 levels
Author: Zildjian - Submitted by: Zildjian
Description: (resubmitted, bugs fixed)
After 5 months of work I created Bill's World. A small hack about a little guy named Bill who wondered onto the Peaceful Islands. Granted there is little story the game is fun to play. It is easy and makes for a short but fun experience.

But, before any complaints I want the player to be fully aware that the levels are pretty darn short, but that doesn't make them bad.

No ExGFX were used but there has been lots of sprite edits.

It is 16 levels long. (counting Yoshi's house)
1 main world
and 1 hidden submap with 4 unused levels.
That's about all I have to say, hope you enjoy playing it!

---

I was very close to accepting this, but it ultimately needed to be removed, mainly because of an overworld-related error.


Completing the third unused level activates an event on the main map. This causes you to be unable to go post A Peaceful Stay, even though it shows the event for it. Please be sure they use different events.

So yeah, that was the main reason for removal. Fix it, and you should be golden. There were a few, small things I found as well though.


You can get right to the sphere from under, so it eliminates the need for the P-Switch. Not sure if this is intentional.


A little bit of Mario's hat remains here. It should be easy to remove in AllGFX.bin.


Following the coins exactly leads to a pit, right next to the actual ledge.


Being unable to see the ground beneath your feet here is kind of odd.


Strange pink palette for Boos.
Removed

Details for Waluigi World (BETA)
Hack Name: Waluigi World (BETA) Demo - 162.7 KB - 5 downloads.
Length: 11 levels
Author: banbadle - Submitted by: banbadle
Description: this is a BETA of my first Rom hack. please notify me if you find any glitches.

Here's Why



Your overworld is bland, has no perspective, and looks odd with that bonus world thing in the center.



Long stretch of nothing here.



Most trees don't have random blocks cut out of them.



This part isn't fair if you are big.



The cement blocks here act like throw blocks.



Floating munchers. Also, this whole level is pretty much composed of these water off blocks. The idea of swimming in air is odd enough, and the floating green patches of water just adds spice to the cake.



If the player loses their air-swimming ability, they must die to continue. Also, I don't care what your explanation is...but the moons have to go.



Why are there invisible blocks here?



Right. At least you could enable exit from the sides of the level in case they haven't.



Using the triangle here makes this whole area odd to look at. Just make it all the same grassy ground.



If the player uses up their pswitch, they are stuck over here.



This stretch is hard to pass without a cape.



Self-explanatory.



...



I hate you.



.......




I REALLY hate you.



I give up.



Oh, come on! How can you miss things like this?



I couldn't find a way past here. And at this point, I was pretty fed up with what I've found, so the hack gets trashed anyway. At least Yoshi found a way through.
Hack Name: Hi Mario World Beta
Length: 4 levels
Author: mathelete - Submitted by: mathelete
Description: Okay, this is now complete. I made sprite limitations work to my advantage in the final level.

---


The borders mess up at the very end of the title screen, and the music doesn't play.


Still a crappy overworld, and this unfitting layer 2 event also shows up.


A still unnecessary No Yoshi level intro.


Intentionally used sprite limitations just make this battle annoying. Besides, you can see the shell when you switch sides.

---

A lot of things weren't changed, and another automatic level along with the boss were simply added. This doesn't count as substantial gameplay. Something like this is fine to host on your own (like in a thread) but it can't be accepted as a hack here.
SMW- DSM Prequel: Sniggermageddon

by Sniggerb0bble

Length: 3 levels.



What went wrong, exactly?


This hack just seemed to want to be difficult... just to be difficult. I found myself savestating quite often, unfortunately.

There were also a couple issues I've screenshotted that need fixing:


Background issue, as should be obvious here, as well.


Muncher issue, heh. It's quite difficult to get into this area, too, requiring EXACT jump timing to land on the right tile, and the P-switch at the beginning is very, very difficult (at least, I found it such) to avoid pressing unintentionally.

I'd suggest toning down the difficulty some, and checking for graphical mistakes. Your hack isn't TERRIBLE, by any means, but it has so much more potential.

--------------------
Removed

Hack Name: Super Mario - Last Stand - 201.2 KB - 32 downloads.
Length: 37 levels
Author: The Lord Max - Submitted by: TheLordMax
Description: This is an interesting hack i've made it has many secrets you will find out

Here's Why



I assume you put Mario in the wrong place?



Blatant 105 edit.



It even has the same bonus room.



Ew.



Mario can stand in the pipe...and cutoff in the dirt.



...



What in the world.



Floating grass is a no-no.



Why do Red Koopas kill me when I jump on them?



Cut-off on the left.



Disgusting assembly of the background.



Incorrect corner tiles.



Cut off.



*inside
*kidnapped
Also, use punctuation.



Brown blocks cutoff the grass.



The player is forced to lose Yoshi here. This area is also tough to pass as Mario.



I see you use the castle sprite set.



Self-explanatory.



I'm stuck.



The water is cutoff, and the pipe lip is red.



That pesky Bowser always forgets to *seal up those holes.



...
Also...what do you know! This is an edit of level 106!



Glitched graphics.



The water creates cutoff. Also, that's a gnarly looking berry.



Un-edited bonus room.



Incredible slowdown.



The Return of Longstretch64



Cheap trick here. If the player loses the pswitch, they can't win unless they happen to have a Yoshi to jump off of.


I'm going to stop here, as I noticed that EVERY LEVEL is a blatant edit of the original Super Mario World levels. Let's take a tour down memory lane.



102.



101.



Threw this in for lulz.



103.



111.



A.



13.



5.

I stopped at the Soda Lake clone.

So...here's my suggestion. Start over. We won't accept your hack while it remains a blatant edit of the original Super Mario World. Delete everything in a level before editing. Make sure that there is nothing left from the original. It seems to be that you have potential, but was too afraid to leave the safety net of the original levels.
Removed

Details for Kaizo Mario World
Hack Name: Kaizo Mario World - 355.5 KB - 47 downloads.
Length: 96 exits
Author: Abissionking - Submitted by: Abissionking
Description: This is a hack that may be ridiculously hard, but this is NOT a kaizo-type hack.

Here's Why





The player dies in BOTH the title screen and the intro screen. May I please direct you to this thread...and I hope you have a nice day.
Hack Name: Hi Mario World
Length: 5 levels
Author: mathelete - Submitted by: mathelete
Description: Okay, so the screenshot is useless. The gameplay of this hack will be split into "chapters." The first chapter is already completed, with a boss at the end. Within each chapter, there might be a miniboss. Right now, there is one miniboss.

---


The title screen still messes up at the very end.


No Yoshi level intro is still there.


There is still layer 2 garbage when a level is cleared. And the overworld still needs a lot of work.


The sprite memory settings are still incorrect, and the boss can't even hurt Mario.


Darn it, I was going without losing it for two weeks. >:(

Most of all, all the actual levels are still automatic, with the exception of the boss fight. You've changed barely anything pointed out in the removal log, just adding more automatic levels for each version.

Originally posted by Rules
Consistently re-submitting bad content will get you banned.

Your punishment is a temporary ban. (24 hours) Hopefully afterwards, you will actually fix what is pointed out in the removal log. Four submissions with no fixes is unacceptable.

I've said this before and I'll say it again: automatic levels do not qualify as gameplay. They're fine as bonus areas or diversions, but submitting them in a hack, with boss battles in between, won't make the hack accepted. If you really want to submit this, create a thread for it instead.
Hack Name: Super Pribor World
Length: 18 levels
Author: Pribor - Submitted by: Pribor
Description: I´m sorry,but this hack is Czech. This hack has custom sprites and custom graphics,but only in the secreat level. Can you find him?

---
(warning: lots of screenshots here!)


The equivalent to Yoshi's house in this hack has a white back area color that doesn't really fit in with the rest.


At the risk of sounding immature, I'd call this "Diarrhea Switch Palace" because of the awful brown palette. You can also go right under the ledges here.


Yoshi is a head of the game.


Lots of lag here.


Cutoff. The fish generators got very frustrating when you tried hit the turn block with the vine, then go a long way back.


Messed up graphics for the piranha plant's vine.


One of the frames for the spike top is garbled. Also, some of the spike tops just continue turning in the air.


1. Odd palette for the Big Boo.
2. Mario turns invisible here.
3. By killing Boos with the star, Mario can make several lives.


More bad palettes.


More garbled graphics for the upside down piranha plants.


This was very difficult, since you can't kill the Amazing Flyin' Hammer Bros. from above.


Whoa, I like Fuzzies as much as the next guy (well maybe not quite as much as Roy/Fuzzyfreak) but why are they randomly falling out of the water?


Impossible to get up without taking a hit here.


In this hack, the overworld glitched in many, many places.


Lots of instances where the FG/BG initial positioning was off. Be sure to test it and find the best one for the area.


The way you've stacked the castles gets quite cut off.


In this blatant 101 edit, there's bad palettes and a message box that reads nothing.


Why are you using the midway point bar for the goal tape? It goes above it.


Note blocks have bad graphics when bounced on.


Bad sprite memory settings.


Whoops.


Strange status bar palette.


Sprite buoyancy isn't enabled, so these Rip Van Fish just fall to the bottom.


GET YOUR EGGOALS HERE!


A Chargin' Chuck appears to be falling on the far side in this level.


That's the problem with using turn blocks here. Maybe try a plain old ledge?


More bad graphics for note blocks once bounced on.


Longstretch64 (copyright Foursword4)


Cutoff nets and bad palette for the vertical log.


More weird graphics for the piranha plant stem.


More bad sprite memory settings.


This shows up briefly before the message. Try unchecking the layer 3 using the Lakitu head.


You come out in an area with a bunch of enemies. When you reach the end, there's 3 lives but no exit, so you have to die.


Vine cuts off here.


The behavior of each of these is odd and not explained. The one on the far left kills you, the middle one acts like water, and you can stand on the X.


Bad Shy Guy palettes.

---

As you can see from all these screenshots, there are a lot of issues, and most of them are related to bad sprite memory settings, glitched graphics, bad palettes, and cutoff tiles. Please work to fix them before resubmitting.
Removed
Hack Name: Super RTYUIO World - 179.3 KB - 15 downloads.
Length: Unknown
Author: Rtyuio - Submitted by: rtyuio54321
Description: This is my first SMW Hack. Tell me what you think of it. It's called SSoHPKC Edition, just ignore that.

Reasons


Cutoffness on the title screen, as well as a rather ugly title screen text. Also, most importantly, you can die in the title screen. Don't do that.


Weird-looking doors...


I'm hitting an ON/OFF switch here... Use the right tileset so the hitting frame for the switch isn't glitched. In this level it would be better to take out the switches completely though, since it will interfere with the rexes you already have in the level, and I didn't see any need for the switches.
(By the way, this level is a blatant edit of level 105. Use Ctrl + Del before making a new level.)


Glitched sprite, and cutoff ground.


Don't use floating and/or stacked munchers. Always root them to something solid.
(Also, this is another blatant level edit).


These 3up moons are not ridiculously easy to get, but you should never have large amounts of them in one place. One is definitely enough.


More excessive cutoffness. Also, this switch palace can be re-entered after being beaten. Hold Alt, right-click on the level tile and check "No entry if level passed".


AFDSAFDASFADSFADSAFDSAFDSA


Even more cutoff ground.


Glitched sprite GFX, floating muchers and wrong sprite memory settings. Set the sprite header to 0E (Lakitu button) or apply edit1754's "No more sprite tile limits" patch to fix it.


All Paratroopas are invisible - See above.


Glitched goal sphere and more cutoffness.


Another blatant edit.


The overworld isn't that beautiful...


This level requires the player to abuse a glitch - Duck, get in the 1-tile-wide space and spin jump to get through the ground. You should not make the player do something like this.


More uneditedness.


That goal post is waaay to short.


Cutoff, blatant edit... Nothing new here.


I got glitched through the ground by the flying blocks.

I could post more screenshots here, but it wouldn't be anything new... All other levels contained glitched graphics, cutoff tiles etc. So yeah, this hack needs a LOT of work before we can accept it. Perhaps you should even make an entirely new hack?
Removed
Hack Name: Super Mario, and the 3 Kidnappings (1 level demo)
Length: 1 level
Author: 5p1r0 - Submitted by: 5p1r0
Description: hey, i'm 5p1r0, and this is my very 1st SMW level in my very 1st SMW hack, i just thought i coud give you a little taste of my hack, enjoy!

Reasons

(First of all, you could have just left your user ID in the "Author" field instead of changing to your current username - it would have changed to your name automatically. Anyway, that's not that important...)


Cutoffness on the overworld. To be exact, the two bottom hills and the bottom of the cliff are cutoff.


"From, BOWSER!" should be changed to "-Bowser".


The graphics are all glitched in this level. I doubt that's intentional, since it looks right in the screenshots you provided with your hack... I suggest you check if you're using a clean ROM.


Don't make the player do this.


Floating munchers, weird lava palettes and cutoffness on the lava.


Stacked Bullet Bill shooters, which doesn't look that great. Also, there's a floating shooter attached to the ceiling right next to it (not pictured). Use the 16x16 editor to flip it.


Glitched sprite graphics.


The yellow switch palace leads to an endless bonus game. Also, level 106 can still be accessed, even though it's unedited. Make sure the player can only access the levels you want him to.

On that subject, I really suggest making a few more levels before resubmitting it. Taken from the Hack Submission Guidelines:

Quote
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.
Hack Name: super Nova Demo Part 1 Time to die!
Length: 3 levels
Author: OmegaMario - Submitted by: OmegaMario
Description: Read the readme!

---


Why do you have a window in the message window?


Plenty of cutoff and why does the blatant 105 edit use hex for the timer?


You had two of these messages.


Really hard to reach moon all right.


The silver P-Switch does absolutely nothing here.


*cries*


Cape spinning here makes garbage GFX show up. It would be smarter to make them just act like 130.


Lots of lag in this entire level.


Yeah...

All this hack included was blatant level edits (there were two 105's) and plenty of cutoff and glitches. Be sure to eliminate the cutoff next time, and include original levels. (use CTL + DEL)
Hack Name: MMR Mario Demo - 33.1 KB
Length: 10 levels
Author: MMR - Submitted by: MMR
Description: I have spent a long time testing and working on this hack. There shouldn't be any problems. Most levels are not to difficult, and a few levels are easy and fun. I need an outside opinion, so help me out. :)

Reason:



These screenshots tell me that the hack is not fit for approval.
Hack Name: Mario and the Cave of Time - 17.6 KB
Length: 7 levels
Author: andragon40 - Submitted by: andragon40
Description: This is my first submitted hack. This is not my first hack. This is a vanilla hack. Ice cream rules. Mario's head gets pwned while fighting King Boo. Please tell me how to fix this.

Reasons:
The screenshots are what tells me that a hack is worth playing. If they show a general lack of quality, I will reject the hack based on the screenshots.






The hack looks extremely unpolished and is riddled with things that the submission guidelines forbitforbid.

Also, read the log. Not all of it, but enough to know exactly what not to do.
Hack Name: The Legend of Mario: The Lost Dimension (demo 1.2)
Length: 22 levels
Author: PercentN - Submitted by: PercentN
Description: I fixed the problem where you die at world 2. See me thread for more details. Credits in final demo. You havn't seen anything yet ;). Only goes up to half of world 3.

Reasons:
Although this hack was genuinely fun to play, it had too many errors to be considered approval-worthy by me.


Pipe is discoloured, and when Mario goes down he somehow gets behind the scenery.


You can move in the cutscene, and the sprites are animated.


What has happened to the layer 3 in the hack? Everywhere, stuff that requires layer 3 is broken. OW fadein/out to submaps, keyhole thing etc.


Vine cuts off the bush.


Plant is behind the rain.


Layer 3 screwed, and the switch palace tile is so high that Mario's head ends up behind the layer 3 overlay.
Also, why the half-unedited map?


Why does touching the left side of the large stem end the level?


Chuck is placed too low and falls down.


Massive lag here.


Chuck too low again.


Look at layer 1 and 3.


Hills get mangled by the event.


No layer 2 interaction for sprites...


Nice effort, but parts of the hills are cutoff where they meet the bottom of the castle. Also, candles and their flames what happened?


A hole in the scenery.


This leads to...


...A glitch.


Block acts like wrong tile.


Forced switch press = a big no


Why do the statues fire bullet bills from a point above them like that?


Fireballs are not made to be slidden into


Thwimp gets stuck.


Some slight discolourations in stuff here.


The main reason for the removal. What is happening in this picture is the result of improperly set up exit tiles.

And that's it. I suggest you hire some betatesters next time, or just inspect your hack really thoroughly.
Hack Name: Mario Planet: Bowser's Revolution Demo
Length: 9 levels
Author: FaTalErrOr - Submitted by: FaTalErrOr
Description: This is a demo of a new hack I made.
Thanks to DukeSol for helping with the YI OW.

Reasons:
Some levels in this hack were perfectly fine and were of reasonable quality, while others seemed half-finished and unpolished. That's actually the general feel of the whole hack...


You don't even have to go out of your way to get stuck in the dirt...


Forced powerup removal = no. Also, message boxes cause any layer 3 effect to be removed upon their activation.


Slightly discoloured there. Also, the level doesn't fit with the OW too well.


A bit of lag.


Level doesn't fit in with OW again, and no path to pipe in upper-left.


Maybe just my playing, but I couldn't latch onto those vines.


Chucks apparently don't count as sprites.


Referring back to the unpolishedness, the FG and BG graphics look like a placeholder.


Unedited castle destruction scene.


Paths are revealed in the order you place the tiles in.


Why not just construct it before submitting a demo?


Some cutoffness.


Pish jumping is screwed up. Also, that waterfall somehow comes from just under the ground.

Ok, maybe I was a little too strict here, so apologies if you feel that the removal is unfair. Maintain high quality throughout the hack, not just in a few levels.
Originally posted by Hach
Hack Name: The Legend of Mario: The Lost Dimension (demo 1.2)
Length: 22 levels
Author: PercentN - Submitted by: PercentN
Description: I fixed the problem where you die at world 2. See me thread for more details. Credits in final demo. You havn't seen anything yet ;). Only goes up to half of world 3.

Reasons:
Although this hack was genuinely fun to play, it had too many errors to be considered approval-worthy by me.


Pipe is discoloured, and when Mario goes down he somehow gets behind the scenery.


You can move in the cutscene, and the sprites are animated.


What has happened to the layer 3 in the hack? Everywhere, stuff that requires layer 3 is broken. OW fadein/out to submaps, keyhole thing etc.


Vine cuts off the bush.


Plant is behind the rain.


Layer 3 screwed, and the switch palace tile is so high that Mario's head ends up behind the layer 3 overlay.
Also, why the half-unedited map?


Why does touching the left side of the large stem end the level?


Chuck is placed too low and falls down.


Massive lag here.


Chuck too low again.


Look at layer 1 and 3.


Hills get mangled by the event.


No layer 2 interaction for sprites...


Nice effort, but parts of the hills are cutoff where they meet the bottom of the castle. Also, candles and their flames what happened?


A hole in the scenery.


This leads to...


...A glitch.


Block acts like wrong tile.


Forced switch press = a big no


Why do the statues fire bullet bills from a point above them like that?


Fireballs are not made to be slidden into


Thwimp gets stuck.


Some slight discolourations in stuff here.


The main reason for the removal. What is happening in this picture is the result of improperly set up exit tiles.

And that's it. I suggest you hire some betatesters next time, or just inspect your hack really thoroughly.


(he resubmitted)
Since I can't edit, let me just say that he didn't resubmit. I made an error. Sorry.
Removed
Hack Name: Super Mario World: Dimensions - 216.3 KB - 48 downloads.
Length: 7 levels
Author: Snake Man - Submitted by: Snake Man
Description: My first Hack.
I would be amazed if this hack got accepted, but it most likely won't happen...

Anyways, Mario goes to rescue the kidnapped Princess - but is sucked into a mystical portal!

Credit was given where needed.

Reasons
Originally posted by Snake Man

Description: My first Hack. I would be amazed if this hack got accepted, but it most likely won't happen...

Not a good way to start things off.

If you feel like you would be amazed if this were accepted, that indicates that you know there are problems with it that should be fixed. Get people to beta test for you, so you can fix problems BEFORE you submit your hack.

Originally posted by Tip Of The Day

Tip: Fix any errors you see before any demos; "I'll fix it later" isn't a good excuse.


In all honesty, though, there weren't terrible issues with this hack. All the issues were "beginner"-type mistakes that are (mostly) easily fixable. Some of the things that really stood out were the use of interesting graphics and rarely-used music. I liked the music a lot in fact, so expect a PM from me asking what some of the songs were. The level design was generally good, but just be careful not to fall into the trap of repeating the same things over and over.

In accordance with our Hack Submission Guidelines, this hack was rejected for the following reasons:

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.



Blind jump where the player can die - use coins to lead the way to safety. Also, I can easily hop across the top of the level to the end of the level from here if I want.


This level begins with the player falling on this oil fire. Only by pushing right from the level start can you avoid being hurt. Unfair.


Glitched Goal Sphere. Use the right GFX.


Glitched Castle Entrance (the BG and the Bush tiles) - I'm not really sure how this happened or how it can be fixed. Sorry.


Bad FG/BG start settings.


This head is easily mistakable for something that can be stood on.


Since this is kind of a narrow jump, it's natural for the player to "glide" along this slope at the top - except it's not a slope, it's an upside-down stair-stepping illusion of a slope. If you change the level settings to the underground Map16 set, it will let you make upside-down slopes that behave properly.


Nothing in this tileset makes sense to me. I can fall through the scrollbar area. I get hurt by "close" buttons. Warn the player about how the tiles work, or don't make them so dangerous.


Mario disappears because of the sprite level settings here. Make sure it is set to the same as the old Level 105, or use the "No More Sprite Tile Limits" Patch.


Some sketchy palettes here on the status bar, message block and Hothead.


Glitched lava splash graphics and kind of a gross lava palette.


If I run out of shells here, I'm stuck.


Insert the Fade Fix Patch.


What's with the Koopa graphics here? This one looks fine when turning, but the other frames are all green.


This edited enemy is not so good - why not use a Spiny instead? It just looks like a Koopa Troopa with a bad palette and there's no way to tell that jumping on him hurts you.


Where's the Piranha Head?


Missing tiles - use a different sprite level setting or the "No More Sprite Tile Limits" Patch.


Underwater, you can stand in some places but will sink in others - don't use the bottom row for ground in LM.

The following points aren't reasons for rejection, but just a few observations:

You seem to grasp ExGFX pretty well, why not use ExGFX for this dimensional portal?


This level became very boring and repetitive very quickly. There aren't really enemies or coins or power-ups or anything to speak of in this area - just oil fires and precarious jumps. Once you beat it, you don't go anywhere on the OW, so it seemed pointless.

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

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: Super Mario Brothers & The GIANT Omelette Demo - 339.3 KB - 18 downloads.
Length: 8 levels
Author: TimothyBor - Submitted by: TimothyBor
Description: One glorious day Mario decides he wants to host an omelette breakfast for him and his friends. But when mario goes to get the eggs for the omelettes, but he finds none! So Mario Begins his latest and greatest adventure!...for some eggs.

Most recent demo(1.1) has:
8 levels playable
Yellow Switch Palace
Full World 1 Overworld
Unlocked for your convience
Handmade ExGFX, ect

Reasons
First off, let me say that this hack in general was pretty good. The basic level design itself was varied and there were several innovative things about it. It also has some of the best message blocks I've ever seen:



Anyway, as I was saying, there are lot of things to like about this hack. However, what ruins this hack is the sheer difficulty factor. Here are two examples from one level that (for me at least) required constant rewinding to pass):



I've not seen such a good hack rely so heavily on Munchers as a crucial part of level design. There are Munchers in pretty much every level and they really just artificially increase the difficulty. You could lose the Munchers and have some pretty good levels.


Another issue is that some of the blocks aren't recognizable as dangerous - this gray block powers you down without warning.


Not a reason for rejection, but these bridge blocks have some funky palettes.


This sort of stuff is what kills the fun of this hack for me. You're running along, and there's good level design, and then you run into a repetitive section full of "pass one way only" blocks with small, barely discernable-as-different-from-one-another graphics. Or, you're walking along, good level design so far, and you run into a patch of Muncher vines with extra power-down blocks for extra difficulty.

My advice would be to just drop some of this difficulty. It's not that it's impossible, but it just makes it not very fun to rewind spam through sections. Anyone playing this on a keyboard would have a terrible time with this; luckily, I use a joystick.

In accordance with our Hack Submission Guidelines, this hack was rejected for the following reasons:

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.

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.



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

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: Super 3 days rom Demo - 0.3 KB - 4 downloads.
Length: 8 levels
Author: kallesgrill - Submitted by: kallesgrill
Description: This rom took me 3 days to do.
Maybe Sometimes things dosen't appear.Like in iggys castle.Then go back to the beginning again and then it should come.

Reasons
You really need to submit your hack as an IPS patch, not an SRM file.

Also, I can't judge your hack by one screenshot, but I noticed you had Bullet Bills firing at Mario inside Yoshi's House. This kind of seems like a bad sign - you might want to look at some of the other hacks here that have been accepted and read over our Hack Submission Guidelines to make sure nothing in your hack violates our rules.

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