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Hack Removal Log
Forum Index - Sunken Ghost Ship - Display Case - Hack Removal Log
Pages: « 1 245 46 47 48 4958 59 » Thread Closed
Hack Name: Super Mario World: Mission 'Island'
Length: 1 level
Author: XxSuperLinkxX - Submitted by: XxSuperLinkxX
Description: This is one of my first hack. It includes:
- Upside down Munchers
- No Cut-Off Things (I think)
- Pipes
- 1 Level
- Custom BG-Palette

I have fixxed many things.
---


Munchers and...and...what? It appears the message is cut off at the end, and the second doesn't continue from it.


Minor issue, but the dirt corners appear to be filled here, when they don't need to be.


You can get infinite lives fairly easily here if you just kick the shell and wait for bullet bills here.


The lava palette could be a bit better here, and the floating skulls go through the dirt, then fall off.

All in all, this was a pretty good level, but it had a few minor issues. Also, keep in mind rule 4 of the hack submission guidelines.
Quote
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.

It's hard to really get a sense of the design with just one level. I would highly recommend you make more or finish the entire world before resubmitting. Good luck though.
Hack Name: Kamek and the Shroobs [original]
Length: 26 levels
Author: -kamek magikoopa- - Submitted by: -kamek magikoopa-
Description: HISTORY:
long time ago that th shroobs are banned of mushroom kingdonwn...a ¨TRAITOR¨ helped the new leader shroob ¨Bowroob¨ to occupy the koopa castles and kamk must to save them....

LEVELS:
all the levels are remakes of diferents games of super mario bros like smb3 ,sml 2,smb,smw

LANGUAGE:portuguese

GFX ,THANKS AND OTHER THINGS:
icegoom for some gfx and lost world sprites and site mario fan games galaxy...
---


You can die in the intro. Not good, since it messes up the life counter once you go past 0 lives.


On the far right, there's a strange garbage tile moving back and forth.


Several blocks like this ended up looking cut off when you hit them.


Before it started moving, this Swooper was hanging on nothing.


There's another Shy Guy right next to me, but you can't see it because of the sprite settings. I recommend applying the No More Sprite Tile Limits patch to fix this.


It's possible to die right after defeating this boss, if you fall in the water.


The black in the top left for the goal area looks discolored.


There appears to be a loose layer 2 event here you didn't remove.


This boss is potentially impossible to defeat if Kammy gets a Thwimp and you run out of shells or other ways to hit it.


Using some wave tiles for edges would look a lot better here.


The way you assembled the tiles here was a bit strange, causing you to fall through the slopes.


Because you placed a coin above the ? block, Kamek can walk on it as if it were a cement block.


Upon hitting the switch, you can collect pieces of the ship like coins.


Message with no text once you finish seeing the credits.

Here's the biggest problem in the hack though...




Your hack's description said all the levels are remakes from other Mario side-scrollers. This isn't a good thing. We already have remakes of just about all of them by Pac, and there's no reason to still have SMW levels. I'm sorry, but you're going to need to redo many of these levels to be sure they're original. A hack made purely with levels from other games isn't acceptable.

Nonetheless, this hack had some interesting ideas, such as the pre-boss scenes along with the battles. The Yoshi's Island music fit most of the time, and the graphics you used from icegoom worked well.
Removed
Hack Name: Season of Ice Demo - 270.7 KB - 36 downloads.
Length: 7 levels
Author: PercentN - Submitted by: PercentN
Description: Fixed some glitches that am able to fix for now. (it will take me a while to figure out the lava glitch).

Credits in final version.
(if this gets removed, i blame my tiredness...)

Reasons
Season Of Ice was actually pretty "cool." In all seriousness, there are just a few small things holding this back from being pretty great.

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.



As I said, most of this hack was pretty great. The main thing I didn't like was how it seemed like you kind of quit on the level design by the first castle. In most of the rest of the game, things were difficult but fairly doable. Here, though, we suddenly arrive at a Kaizo-esque chain maze. It might be prettier than a bunch of Munchers and vines, but it's not more fun. Unless the player has really amazing timing, they are going to get hit at least once going through here. At the very least, increasing the space for jumping by at least one or two tiles would help a lot.

Along with that, the layout of the final boss room in this castle made it especially hard to finish the battle alive because of all of the nooks and crannies in the room. (e.g. There's not much room to run around, so you're bound to eventually get stuck on either side of the room and have to get hit by projectiles, especially as the speed increases.) Now, I'm not saying that your hack should be dumbed down to a 3-year-old's playing skills - I just think it would be more fun/less frustrating if these things I mentioned were arranged differently.

One other thing that kind of bugged me where the ice cracks near the beginning. It was hard to tell whether they were just decoration or signs of danger. I would make some that the player HAS to cross near the beginning that will let him fall somewhere safely, so that they know in the future to be careful of them. As it was, I believe the first ice cracks were over death-pits.


Don't forget that if you have a ladder near Bullet Bills, you can easily rack up 99 lives.


This is minor, but both of these Fuzzies "orbit" their platforms oddly.


Your world intros were cool. This isn't a reason for removal, but the x button (top right) seems like a strange choice for advancing a cutscene/intro. I would suggest mapping it to a different button, but that's just me. Not a big deal either way.

So, like I said - this is still a pretty good hack. I just think that changing the things I mentioned would make it better.

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

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

Originally posted by Hack Submission Guidelines

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.


This pretty much means that you should not submit a one-level hack unless your hack is one really amazingly awesome and different long level that takes 15+ minutes to play.

As a general rule, do not submit your hack unless you have one complete world (5-6+ levels) to show off in your demo.

Thank you!

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

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: Bowser Battle - 138.7 KB - 10 downloads.
Length: 1 level
Author: Producctions Javier - Submitted by: javiertello
Description: Mario, Peach, Yoshy were on vacation, Mario went to turn around and return when it was no longer, Bowser was sure he had shaved, you're lucky, because the castle is very close, so fast that you face. Bowser is the energy of normal.

Reasons
Broozer also recently moderated this hack. He had this to say:
Originally posted by Broozer
In all seriousness, this needs A LOT of work overall - I was kind of disappointed to play through something SO small, yet with SO many flaws regarding its general appearance. I HIGHLY RECOMMEND playing some featured hacks, checking our hack submission guidelines and such before you consider submitting such a hack to the site. Thank you, and happy hacking.

Way to waste my 2000th post... :<


I agree 100 percent. You are several weeks/months away from being at a skill level to submit anything worthwhile to the site. You should take our advice and hone your skills a lot more before submitting any demos again.

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.

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.




See how nothing changed? Please keep in mind that resubmitting content that was rejected is a bannable offense.

So, please try playing more of the hacks that ARE here. Play some old Mario games. See what those games are like. That is what you should strive for. If you need help, there are forums where you can ask questions. Good luck!

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

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: Ultra Mario Bros: The Mystic Ultra Wand Demo - 208.7 KB - 5 downloads.
Length: 1 level
Author: CloudOfDarkness9999 - Submitted by: CloudOfDarkness9999
Description: Working Title... but anyway a hack which has a working overworld and working title also i will have a few more ASM...

The Main Attraction Is Good Level Design So PLEASE Review This

Oh And The Screen Shots Arent Working So THESE SCREEN SHOTS ARE OLD

Reasons
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.

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 primary reason for this hack getting rejected was the shortness of it. The level it contained was actually pretty good and well designed. You just need more of them. You're on the right track, so good luck and keep up the good work! I look forward to seeing a longer demo.


Used block graphics don't match....................................yet!


Not a reason for rejection, but the water and vines here are kinda cutoff.


and lol

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

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Hack Name: New Super Mario World V0.1 Demo - 174 KB - 9 downloads.
Length: 8 levels
Author: Kazio - Submitted by: Kazio
Description: From level 1-0 to 2-1 exits cut from 2-1. Level 1-0 ExGfx tester.
DO NOT DIE IN WORLD 1-2! Graphics still Beta. You don't even have to put it up just tell me what you think. Thanks Kazio

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

This hack needs major work before we can accept it here. The main problams of this hack were the cutoffness (even with sprites), the mediocre level design and the bad Mario GFX.

Cutoffness / Graphical glitches
Not connecting tiles properly results in so-called "cutoffness". You also had many other graphical glitches. I'll show some screenshots of most instances of them:


Next to Mario, there's a wrong corner tile. This is probably the result of placing an edge above a ledge. Fix it by shortening the ledge.
This was not the only place wrong corner tiles appeared in, by the way - check ALL of your corner tiles and fix them if needed.


Wrong slope tiles.


Use the right tileset (blue poison mushroom button) to make the goal sphere have the right graphics.


Apply the Fade Fix patch.


A better-visible wrong corner tile. As you can see, there's dirt behind it, which isn't supposed to be there since nothing's behind the ledge.


The graphics for the Fire Flower and the springboard are lacking outlines. Also, there are a few black pixels next to the Piranha Plant, probably caused by the sunglass Koopas.


What's with those turning blocks?
On a more important note, you seemed to have inserted the Midway bar through Direct Map16 Access. Don't do that, as it looks a little cutoff on the midway post, and more importantly, you can recollect it every time. Insert it through "Extended Objects".


Pretty bad mole palette.


Please remove all the berries, a they cause cutoffness. Also, cutoff ground and door.
Better yet, remove everything except for the door. All the other stuff doesn't seem to serve a purpose anyway.


- Bad ground palette.
- Cutoff pipe tiles. Also, a cutoff climbing net to the right.
- You should use the "Candle Flames in background" generator here, since there aren't any here.


More cutoffness.


Multiple palettes used for the paths. Make all dark/white ones (respectively) use the same colors. Als, cutoff cliff tile next to Mario.


In MANY parts, some sprite tiles disappeared. Either click on the Lakitu button and change the sprite header settings, or apply edit1754's "No more Sprite Tile Limits" patch.


What's this?


Cutoff rope and platform weirdness.


You shouldn't connect something solid like a pipe to a non-solid edge.


More sprite memory issues.


Needless dirt.


Door tops cutoff the ground.


What the heck is that? Better remove it.


Hammer Bro disappears.


More cutoffness.


Bad level design
Avoid making levels with flat terrain and no decorations, enemies or multiple patsh - it's just boring. Also, you shouldn't make the player be able to stuck forever. While I wouldn't mid you remaking all levels entirely, you should focus on fixing this stuff:


Yawn.


It can be pretty hard to find these invisible blocks. (By the way, the score graphics you get when getting a coin or hitting an enemy are glitched.)


If you wait until the P-switch runs out, the ?-block will disappear and you'll fall down when beating the level. Why not put a cement block there?


Why can you walk on this lava?


Lotsa Koopas in the ending... Yuck.


You can easily tell this is an unedited vserion of level 103. Press Ctrl + Del to remove all parts of the original level, and perhaps change the tileset to make it look even more different and interesting.


If one collects the coins before hitting the P-switch, he's stuck forever. Give the player the ability to restart if he screws up.


There's no way to tell this water kills you. One must be able to tell whyt objects do before touching them! At least have a message box explaining it.


More boring level design.


Unedited part.


You shouldn't make completely empty places and then use tons of enemies in a row, like in this level.


Collect these coins under the door and you can't enter it once the switch runs out.


You can get an awful lot of 1ups here. One is more than enough...


Bad Mario GFX


Weird ducking GFX. Also, why those brown pixels around him? They look really strange.


The carrying animation only consists of one frame.


Unedited Mario GFX.


See above.


Many stuff is left over from the original. These tiles are in GFX00.


One last issue:


If you take this overworld pipe...

You get here. If you try and enter this "level" you'll get to an endless bonus game.

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

So yeah... As you can see, there was a lot of stuff wrong with it, and it most likely won't be accepted if you fix all of the glitches shown above.

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


 
Hack Name: Super Mario World Palace of Peril Sampler
Length: 7 levels
Author: Artsy/Artsy2 - Submitted by: Artsy2
Description: This is my very first ROMhack. This is a level sampler with levels thrown in. The levels, in the later versions, will be scattered around the overworld.

This hack contains no custom stuff, but it's all about the design. The title screen is hand-made though. Later releases will have custom music, and after this hack is finished...

The story is the same as usual, but a later version will have a bit of a twist...

All puzzles and levels are solvable, but on the hard side. My hack's thread is the place to for help and reports.

Notes/Warnings:

1) The 'custom boss' was very hard, so I toned it down. Hint: hit the turn block first, then it'll be clear.
2) Reset doors are provided in possibly impossible situations; plan your moves wisely.
3) The Palace is not yet complete, but the orb will activate the credits event.
4) There is potential lag, though the only lag I encountered was in the Palace's water part with the ballz and chainz, but it'd over quickly.
5) No glitches are needed to get the only key in the demo. What else can you do besides spin jump on the top blocks?
6) In the vertical section, jump to the right when you reach the large stone structure, or it'll knock you off your platform!
7) In the stone structure, get the shell sucessfuly by doing a crouching jump into the opening below, (this may take a few tries) and drop onto the platform before it moves away.
8) When you get the blue POW, hit it before you reach the silver one, get the coins it fell through, then wait one full rotation to hit it.
9) In the vertical section, hit the first on/off right away, then for the rest, use visual clues...
10) In the ghost house part, you may have to jump away from, then back to, the boo blocks to lure them toward the uppermost platform.

Enjoy!

P.S. I can take any kind of feedback and reviews like a man, but you all know what is and what isn't appropriate to post.
---


You should probably give the letters that go behind the objects layer priority to fix this.


Oh dear, quite a bit of cutoff in the first level, including floating slopes.


The midway point for the cave level leaves you permanently trapped here. Please be sure it works next time.


The graphics for the stronghold could use some work. If you don't want to use SMW's graphics, I would recommend using the SMW castle entrance instead.


The layer 2 spikes scrolled with Mario in this level. I would suggest eliminating the vertical scroll for layer 2 scrolling rate.


The black doesn't quite fit here, if you can, I would suggest recoloring it. If not, it isn't a big deal.


There's something wrong with these sprite settings. Try using the No More Sprite Tile Limits patch to fix this.


The BG and Fish Bone palettes could use work here.


This section was not only long and difficult to get through, but it was hard to tell which pipes you could go through and which were solid. Pipes with one color on one side and a different color on the other didn't look very good either.


Due to some strange sprite setting, Mario could stand where the Amazing Flyin' Hammer Bro is here, yet die if he tried to stand on the other one.


Stacked munchers! :( Making a Map16 tile with a Y flip of the muncher would work a lot better here.


This was as far as I could go. The pipe simply reloaded the level, and I found nothing else here. I assume this is the end of the hack.

As mentioned, the hack had some sprite-related issues and cutoffness in quite a bit of the levels. The palace ended up being quite long and frustrating, with the sections feeling disjointed at times. What's more, there was no ending or message letting you know this was as far as the demo goes. Some of the ideas, such as the puzzle in the ghost house part of the palace, and the general level design is pretty good, so keep it up.
Hack Name: Super Rob World (version 1.0)
Length: Unknown
Author: rob95 - Submitted by: rob95
Description: in this Bowser has kidnapped the princess and destroyed dinosaur island so it's color is gone and the land is unfamiliar!




I haven't finished it yet, I've only done Yoshi's island and 1 level of donut plains, I cant change the land or else the game will fail. have fun! :P
---

The IPS patch you included didn't work. It was only 8 bytes, and did absolutely nothing to the clean SMW ROM. Please check and be sure your patch works next time before submitting. Also, you may want to include better screenshots next time.
Hack Name: Luigi Takes Over [Demo]
Length: Unknown
Author: ninjablooper - Submitted by: ninjablooper
Description: Mario is missing, so Luigi must rule Mushroom Kingdom. I uploaded it a few days ago, but it wasrejected so I fixed it and re-uploaded it.

Reasons


A strange tile on the left, and the "2009" palette could be better. Also, you can still hear the jumping sounds, which is not a removal reason, but still a little annoying.


The intro message is not changed, as is the player name and palette. I thought the hack was about Luigi ruling the mushroom kingdom... Or is it about Mario trying to find a way back home? I'm confused...


An (almost) infinite amount of screens full of water, nothing else.
Also, you apparently edited level 104, which I highly recommend not doing, since it screws up the ending scene. You should import the original 105 from a clean ROM and move this level to a different number.


Even though it takes ages to get here, this moon is very easy to get. Replace it with a single 1-up or something.


Why doesn't this level have a background and underwater music?
Furthermore, this message appears twice in the level. Using a level number other than 104 will fix this issue.


More boring level design.


Use a normal fish instead of a jumping one, since this one gets out of the water. If the normal fish doesn't ineract with the water, enable the sprite buyoancy (Lakitu button).


You have to lose Yoshi to get up here. Forced powerdowns are bad.


Don't use the bottom row of tiles in LM for ground, as it can hardly be seen in-game. Also, in a slippery level like this one, it's pretty hard to stand on a one-tile-wide platform. I suggest expanding them a little.


More straightforward level design. Not as bad as just decorationless ground for multiple screens, but still pretty bland.


The pipe cuts off the water a little. Suggestion: Remove both of them.


These graphics look glitched and they have an awkward palette, to be honest.


Glitched slope graphics.


Another instance of uncreative level design.


The top of the ledge seems to be cutoff a little.


You have to stay on the left side to get the Yohi coin...


...but have to head right immediately to not miss the cloud. I suggest putting them in the same X position.


Lots of emptiness.


Glitched piranha plant stem, and more boring level design.


Cutoff slope top and a weird-looking background.


Bad cement block palette.


Apply the Fade Fix patch to make all colors fade out (I'm not sure about this one though, but you might as well try it out.)

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

Apart from some GFX glitches and bad palettes, you should focus on making better levels - As you can see, they were pretty uninteresting and had next to no surprises, multiple paths etc.
Also, I suggest posting some more screenshots next time - A screenshot of the title screen alone doesn't really say much.

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


 
Hack Name: Super Nova World Demo 2 Demo - 554 KB - 14 downloads.
Length: 26 levels
Author: OmegaMario - Submitted by: OmegaMario
Description: This the 2nd Demo of Super Nova World
The Pic is from the 1st demo.
The 1st 3 Worlds are done.
This will not have a story it`s a easier Super Mario Game.

Reason

It's a ROM. In fact, there are two ROMs in the zip folder (along with an IPS patch, which is allowed of course). You'll get a 72-hour ban for this.
Feel free to resubmit it once you'vetaken out the ROMs (though I've taken a quick look at it, and it doesn't look that great).

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


 
Hack Name: Super New World Demo1 Demo
Length: 10 levels
Author: Super Star123 - Submitted by: Super Star123
Description: My first hack not to many exgfx hope you like it

Reasons

The main reason for removal were the graphical glitches. There were a lot of bad-looking tiles, and almost no custom sprite had the right graphics. Everything looked fine in your screenshots though, so it may be an issue with your ROM or the way you used Lunar IPS. I suggest you look into it.

Here are some screenshots of most GFX glitches I found:


(Bad palette)









(Wrong slope GFX, and ugly glowing tiles)




Another reason was the poor level design. Many parts (even entire levels) only involved running through a decorationless level, avoiding some enemies. Here are some examples:








Suggestions: Add more types of terrain (slopes, ledges with different height), small puzzles etc. to make a level fun to play.

Other reasons:


I highly recommendadding the midway bar through "Extended Objects" instead of "Direct Map16 Access".


Entering this level...


...leads me to an endless bonus game.


Low starting position. Click on the 2nd door button and play around with the settings in the "FG" menu.


Don't force the player to have hit a switch to proceed.


You should add the "Candle flames in background" generator.


If you don't jump when the pipes appear, you can get killed by them.

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

As you can see, there's a lot of stuff you have to work on before this hack can be accpeted. Once everything mentioned is fixed, feel free to resubmit it.

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


 
Hack Name: Yoshi is missing
Length: 5 levels
Author: TheLordMax - Submitted by: TheLordMax
Description: The VERY fixed version and all glitches repaired/
Story:One day Mario have gone to lunch with Luigi , when he noticed Yoshi isent at his house -Mario better find out what is happened to Yoshi and WHY

Reasons

Apparently you did not make any changes at all since it got removed. This removal log entry by Broozer pretty much contains everything I wanted to point out here as well.

If you submit this hack again without fixing anything whatsoever, you'll most likely be banned. Please, at least make it look like you put effort into fixing the issues before you resubmit this hack.

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


 
Hack Name: Mario Planet Demo v1.4.4 Demo
Length: 19 exits
Author: Apollyon - Submitted by: Apollyon
Description: Finally, here is a problem-free version! It goes up to the first ghost house.
Also included some hex edits in this version.

Reasons:
Well, you've fixed a bunch of things and I appreciate that. However, some problems remain.


You can't move from the pipe.


Level tiles on unrevealed terrain.


Shatter blocks could have better grapghics/palette.


Screen starts out too high


Forced powerdown, and the level doesn't fit the music nor the pipe travel. (emptyness to a ghosthouse/airship?)


Bobombs don't flash...


Level design a bit boring here.


What's with the glitched graphics what gives?


Make the level tile invisible.


Forced powerdown


Springboard didn't appear at first.


...what volcano??!


FG graphics sort of clash with other graphics in hack because of non-black outline


Who's that Pokebro!!


Fadefix!! fix the fade!


Some cutoff here.


Why is the door so tall?


And why is the other end a pipe in the pipe hills?


Instead of sayingthe "end of demo" message as a message in ghost house, make it lead to its own "end of demo" level.

So, just fix up these things and maybe the presentation of the hack, graphics etc. Good effort.
Hack Name: Hunter & SCORPION's Bet: SCORPION's Ravage - 1.5 MB - 3 downloads.
Length: Unknown
Author: S.C.O.R.P.I.O.N. - Submitted by: S.C.O.R.P.I.O.N.
Description: This is the full version of H&SB: SCORPION's Ravage. The people that need to be thanked on this project are in both the Readme and end credits of the game. Please note that both contain different people... so if you had a part in this, and were not thanked in the readme. Then most possibly you're thanked at the end credits instead. Below is the description of the hack.

DESCRIPTION-
Legend has it that a precious relic known only as the Golden Dollar is in existance. Legend has it that whom so-ever is owner of the Dollar, they shall be richer than the richest man alive! There are pricess that need to paid in order to have this exchange of money. Both Hunter and SCORPION hear of the news and make a bet. "I bet that I can get to it faster than you can!" SCORPION tells Hunter. "Ha," Hunter starts, "really? You are ON."

By those very words, 2 epic and exciting adventures are launched for the priceless relic. Join SCORPION as you storm through lands ravaging and destroying the people of villages, causing solar eclipses, and storming through castles. Help SCORPION pass the ruthless terrian of an indigo crystallyne, a barren sky, a tall mountain, and an active volcano... all to end with a battle of epic proportions! This is the hack of a life time!

"So," SCORPION says to you, "what are you waiting for... get to playing, so that WE can win that BET!"

Reasons: Resubmitted to fix some things, so I'm deleting the older one now.

Name: dino world version 1.0
Author: metalhead
Description: This is a demo of my new hack i hope you enjoy




Patch is pretty thoroughly broken. Please make a new patch of your hack, and test it before submitting. Thanks!

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

Removal Log
Hack Submission Guidelines
My Sites

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

My Hacks:

Hack Name: The Haunted Desert [Version 1.00] - 104.9 KB - 67 downloads.
Added: 2009-06-05 04:59:36 PM
Rating: 6.3 (3)
Reviews: 1 (jump to reviews)
Length: 1 level
Author: Hiyoko, Hadron, CrispyYoshi - Submitted by: Hiyoko
Description: Finally.

I released a full version of one of my hacks. But this isn't only my hack, I would like to thank Hadron and CrispyYoshi for working on this to. Thanks guys. :)

Enjoy, this is a 1 level hack, it's challenging and hard and should take about 25-30 minutes to beat.

Reasons: Turns out the ips is broken! Byebye.
Hack Name: Yoshi's Adventure
Length: 5 levels
Author: Gamecubeman - Submitted by: Gamecubeman
Description: This is my first hack. I love to hack and I hope you enjoy.

Reasons

It was decent overall, but there were quite a few mistakes that pretty much everyone makes in his first hack. Here's what you should fix:


A lot of wrong tiles on the overworld. For example, there are no "transition" tiles between the bottom of the cliff and the water. Also, the tiles for the top edges of the islands had dirt behind them when there should be water. Same goes for the two corner tiles on the island I'm standing on.


Making actual ground instead of using cement blocks would look a lot better.


Dunno if it's supposed to be that way, but there's a weird red spot on Yoshi's back when he's climbing. Also, the climbing frame looks kind of strange in general.


The climbing gets really boring after a while, especially since there isn't much variety in the climbing net shape and there are not that many enemies.


Don't use floating munchers (black piranha plants). Always root them to something solid.


The background palette could use some work.
Also, you shouldn't connect a rope to a non-solid edge - make it a solid one instead. Not a big deal though.


Again, ground would look way better here.


Layer 3 scrolls with you here. Easiest solution: Disable Vertical scrolling (Click on the Mario head button and select "No Vertical Scroll" from the scrolling menu).


The bone cuts off the lava a little. Replace it with ground or something.


Do not stack munchers either.


More cut-off ground and stacked munchers.


It's weird to be standing on the spikes, since the top tiles aren't solid. Also, more cut-off ground.
(Oh, and you should add the "Cande Flames in background" generator to add... well, candle flames in the background.)


Cutoffness on the ground and the spikes.


This level also lacks the candle flame generator.


The cement blocks should be replaced with ground. If you absolutely don't want to do that, at least make the ledge have an edge tile.

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Hack Name: Super Water World Demo Demo - 24.4 KB - 27 downloads.
Length: 7 levels
Author: Thwaterguy - Submitted by: Thwaterguy
Description: Heyyyy. I Fixed Most Of The Things That White Yoshi Egg Said To.I Hope It Gets Accepted :D

Reasons: Now, I don't know how much this was improved by but I consider it not good enough the be accepted.


The message should be changed a bit. I don't know what to, but there is room for improvement here. The main problem with the messages is that they are badly written and are a little awkward to read.


This overworld is really bad. Cutoff at the left ladder, blocky formation of land, level tiles placed haphazardly, and no visible paths.


Change this message. have it actually written by yoshi for a start.


Why the unchanged level name?


Rope looks strange where it cuts into the conveyor rope, and by the way the levels are mainly mediocre edits.


What's with the doublerafts?


Fix this message up a bit also be sure to put proper grammar in them.


You can jumop up and hit the pipes from below. It's a very minor thing but preferable to not have.


This type of level design, with 1:4 slopes and some enemies toslide into, is not good level design.


That's not quite a cove...


Levels-change properties in header-force layer 3 above all other etc.


Wrong entry there...


Don't do this sort of design. You see, some of the dirt is solid while other parts aren't. Also, being able to swim above the level indicates bad design, and having enemies... well, just redo the secret exit portion of the level that's my suggestion.


Blind jump. Use coins to indicate where to land.


What's with the grinders appearing here and later on a bit (not shown)?


Aside from this section being an edit of the original, sprites aren't solid to other sprites.

So basically, what you need to do is fix the above, then revamp levels so that they are more fun to play. Try to have alternate paths, give each level its own custom palette/theme etc.
Hack Name: Nixons Super Mario World - 133.7 KB - 2 downloads.
Length: 7 levels
Author: znhunter - Submitted by: znhunter
Description: This is my first hack. It is fairly easy so enjoy.

Reasons


Horrible Mario palette, Please use the original one, or make one that actually looks good.


You've got plenty of messages that are actually unnecessary. Not a removal reason, but they can get annoying.


Don't use floating or stacked munchers/black piranha plants. Be sure to fix ALL floating muchers in this hack, not just th ones in this screenshot.


- Cutoff ground. Use an edge there.
- Multi-colored pipe. Move all pipes one tile left/right.
- This level is an obvious edit of level 105's undergroud area. Use Ctrl + Del to start over.


Missing edge at the top.


When you enter the pipe in the room shown above, you come back at the start of the level. Make it lead to the pipe that took you there, or to the slanted pipe next to it.


Apparently you're forced to have a Yoshi, so you can jump off of him and go on. Don't require having certain powerups or Yoshi.


Stacked Bullet Bill shooters (which looks bad) cut off the bush (which also looks bad).


Don't use the bottom row of tiles in LM for anything you can walk on.


The tiles to the left of the water are passable, which makes the water kinda cut-off. Not saying you should make all the light-blue square tiles solid, but give them appropriate GFX.


Cutoffness at the top. What's so hard about using surface tiles?


Pretty boring part. You just have to run - Very little variety of terrain and very few enemies.


If the switch runs out, you won't be able to enter the pipe, and the only way of retrying is to die. Please give the player the option to reset the level - like a pipe, door, or side exit. Same for ALL other P-switch puzzles.


Wrong tile below the pipe.


More ugly tiles, and why gray lava?


Glitchy sprite GFX.


Use the "midway point bar" from "Extended Objects".


Cement blocks cause cutoffness on the water.


Use an edge here.


A whole bunch of moons that are way too easy to get. Suggestion: Get rid of them. ALL of them.
(Oh, and cutoff rope)


You have to be caped Mario to go/fly on. No requiring of powerups please.


Weird lava palette.


Glitched goal post bottom. Also, it's possible to get stuck forever if you don't have the cape for some reason. Even with a cape, it's pretty hard to get out of there.


Another case of powerup requiring.


More boring level design.


You can barely see the coins, as you placed them on the bottom of the screen.


Cutoff pipe.


No event?


Even more powerup (or non-powerup) requiring.


Multi-colored pipes, which shouldn't be non-solid either.


Cutoff vines and lava.


Once you hit the message box...


A cutoff smasher follows you. Also, wrong tileset for the not block - change it with the blue poison muchroom button.


It's posible to play an original level.

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