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The Hack Removal Log
Forum Index - Valley of Bowser - Moderation Questions - Hacks - The Hack Removal Log
Pages: « 1 214 15 16 17 1847 48 » Thread Closed
Removed:

Bowser's Grudge
Author: A-l-e-x-99
Hack ID 3402

Okay, so this hack seems okay, but there are some clear flaws with it that I think you could (and should) do better on. My reasons for removing the hack are below:




Major slowdown here



...and here



...and here



...and here



...and here



...and here


...you get the point. Slowdown is a MAJOR issue in this hack. It plagues it and acts to make it frustrating and unfun. Please fix this.







Palette problems are another recurring problem this hack faces.



Here, either the key or the keyhole would appear, but almost never both at once. This is due to sprite header problems. Please fix these, as they make sprites not show up onscreen - and that is especially bad when we are talking about secret exit keys/holes...



"Moving Pipe" sprite not appearing due to sprite header problems as well.





These 2 areas are ridiculous on the difficulty. The top shot shows a (badly colored) ceiling that slams down and kills you the instant you walk under it, with no time to react otherwise, even if you are running at max speed. There is no warning, and the only way to avoid death is if you stopped *directly* in front of it- and no indication of that is given to hint that you should. The second shot shows a cheap Thwomp trap with shifting pipes that's almost impossible to do without either getting smashed by the land or smashed by the Thwomp.



These rising pipes...crush me if they rise up under me? o_O



I am standing at the bottom of the screen. Please try to avoid using the invisible bottom row of LM.



It might just be me, but...floating Bonefish in a non-water level seems a bit...odd.



I'm sorry, but this strikes me as immature...plus, I dunno, it might be potentially offensive to some people. I'd probably consider changing the message. *shrugs*





This is a large reason for removal. This level tile's paths don't line up quite right, making it possible to end up in an endless bonus game...


Also, Another thing I might add is that 90% of all the secret levels in here were pointless...dead ends, and not shortcuts or prizes or anything to be gotten from them.

There is still much work to be done before this hack is in shape to be accepted.
Hack Removed

Hack Name: Mario Ka-Pow! - Episode 1 - Demo 2 (Fixed) Demo - 142.6 KB - 7 downloads.
Length: 8 levels
Author: DemXiX - Submitted by: DemXiX
Description: 5 levels , 2 castles , 1 fortress
1 secret :)

Tools Used :

YY-CHR

This is second demo.
__________________________________________________________________
My Short Review
Well the hack wasn't bad, but you need to fix some things before I can accept this.
__________________________________________________________________

I really don't know if this should be considered a removal reason but it's kinda weird to have the head of a piranha plant throwing hammers.


One of the coin frames is cut-off.


Glitched goal sphere.


I know a ninji was on this but what's the point in putting a cement block there?


Don't use the midway post as a goal post, use the regular goal post.


When I go to this area I go up and go into a invisible pipe. Might wanna fix that.


Same reason as above, I come out of a invisible pipe.


You might have the wrong sprite header here because some sprites disappear because of the header.


Random cut-off tile at the top


Yoshi's tongue is glitched due to the tilesets, put a No Yoshi intro at the beginning.
__________________________________________________________
Conclusion
This hack was pretty fun, most of the errors I pointed out are easy to fix. Fix these and I'll be happy to accept this!
Hack Name: Super Mario World Retro
Length: 5 levels
Author: ToryK13 - Submitted by: ToryK13
Description: This is a hack i have been working on for a while now. Basically Mario has been sent back to 1985 by the evil forces of Bowser.
Oh there is a place called SAFE HOUSE, in there are blocks that let you choose your characters. So change your player 2 controls the same as player 1 controls.
Veiw the ReadMe


Reasons
As soon as I saw that this was a remake, I was obligated to remove it, but I decided to play it to see how good of a remake it actually was.

You stated in the readme to not steal your idea, but the thing is that many many many people have come up with this idea before you. The reason why you didn't find anybody here working on a remake project is because remakes are frowned upon here. They show that the creator is being lazy in the level design compartment, and can't think of levels by themselves.

Anyway...

#1

A) 'RETRO EDITION' has a white background behind it. Use the other type of letters.
B) The stars around the perimeter have cutoff (part of the original '96').
C) The clouds in the background are unlike any of the others in your hack.
D) Palettes are a little whacky....

#2

A) Bumped GFX's palette is screwed.
B) 'RETRO EDITION' is behind the foreground. Layer Prioritize them.

#3

A) Palette is screwed on pipe.

#4

A) Vine has cutoff segments.
B) Wrong tileset for lava sparks.
C) Just to point out, the podoboo is unchanged from SMW.
D) See 2B.

#5

A) See 2B.

#6

A) Never get an item in your reserve box in the demo. The mushroom just sits there the whole time.

#7

A) Fireball palette is messed up.
B) See 2B.

#8

A) Bad Bullet Shooter palette.

#9

A) No background here at all.
B) Bad palette for '1985'.
C) Don't use capitals for every single word! It drives many people including me nuts!
D) Take out the line between 'its' and 'not'.
E) 'its' should be 'it's'.

#10

A) Very bland overworld. Try to spice it up with some decoration. Overworld= 1/10000000 because it sucks

#11

A) See 9B.
B) The graphics here are very bland. Add some shadowing to the ground.

#12

A) This yellow pipe flashes! Insert pipes from Map16 to stop them from changing colors.

#13

A) This seems unfamiliar... What is it?


A) I hit it and die. WTF? Nobody told me about that!
B) The P-switch music plays when you die.

#14

A) Ugly palette. See 12A.

#15

A) Fit the sublevel into one screen so the camera doesn't show this part.

#16

A) Change your FG/BG initial settings for this secondary exit to stop this from happening.

#17

A) These Goombas stay on their ledges. They aren't supposed to.

#18

A) I cannot break these bricks even though I am big. :(

#19

A) I swear there used to be a hole here.

#20

A) Moving coin has a cutoff frame.

#21

A) Ugly palette for flashing stars.

#22

A) See 19A.

#23

A) See 15A.

#24

A) I came out of the pipe too far down. Decrease the Y position for this entrance by 1 or 2.

#25

A) Because I can't break these blocks, I had a hard time fitting through here.

#26

A) I could also spinjump here to fall through the ground and die.


B) Or I could get stuck in the ground.

#27

A) See 16A.

#28

A) See 24A.
B) These blocks hurt my eyes. Tone down the yellow color, will you?

#29

A) Cutoff underneath these grassy platforms.

#30

A) I was expecting a platform to be here. Since there wasn't, I had to blindly jump down here.

#31

A) This koopa flies high off the screen.

#32

A) The wings on this platform have a tiny blob of pink on them. Get rid of it.

#33

A) Lava, or orange juice!? :D

#34

A) You can make these invisible blocks like they were in the original.

#35

A) My eyes are dying from the bright pink, with a side of orange juice! :P


B) Yep, they're gone.

#36

A) If the P-switch runs out before you go through here, you're screwed.

#37

A) The level after this wasn't an 'End of Demo' level, like I was expecting. Instead, it seemed like a beta version of your 1-1 level!
B) The bricks here act like turn blocks.

#38

A) Hey, that's where the hole went!

#39

A) I suggest not using this castle in the actual levels.


Overall, this was not a very good remake at all, you had some level parts missing (holes and platforms). Palettes were pretty bad, and the fact that you couldn't break the bricks was very disappointing. I suggest to play some featured hacks to see what makes their level design superb, and how you could learn from it. Also, SMW Mario clashes pretty bad with these 8-bit graphics.
Hack Removed

Hack Name: Mario Ka-Pow! - Episode 1 - Demo 2 (Again Fixed) Demo - 142.6 KB - 3 downloads.
Length: Unknown
Author: DemXiX - Submitted by: DemXiX
Description: 5 levels , 2 castles , 1 fortress
1 secret

Tools Used :

YY-CHR

This is second demo.

Ver. 1.3
_____________________________________________________________

Short Review
Your REALLY close there buddy but there's a little bit of things you need to fix.

_____________________________________________________________



The hill has some random cut-off.


The bullet bill generators are off, move them to the cannon.


When I beat the fortress the underground level appears but.....

I go up here and I can't enter the underground level.
_____________________________________________________________

Conclusion
Like I said this hack is closed to getting accepted you just need to fix the problems I showed which should be really easy to fix.
I really shouldn't have waited this long to post this log, but it's here now. And that's what counts, right?
----------------------------------------------------------------------

Hack Name: Super Mario Fly World
Length: 8 levels
Author: maarten551
Description: Hello everybody

I maked a hack of Super Mario World,
you'r objective is to fly.

If you can't fly DON'T download this hack.

I did my best for the overworld map, and i hope you like it.


Please comment and rate .

Enjoy Maarten551.
______________________________________________________________________







The only noticeable difference in this hack from the original was that extra Yoshi's House tile that I couldn't enter. I'm assuming this version was accidentally sumbitted?

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

Hack Name: Spike and the lost present
Length: 2 levels
Author: LuigiPikachu
Description: My christmas hack (sorry for the delay)
it only has one real level but it is extended with some pipes
(the third part is level 1-1 from SMB but UPSIDE DOWN :P)
______________________________________________________________________

This hack was okay, but I think there could have been more to it. You chose some odd replacements for land in several places, and I believe that you could have replaced that. And, even though you incorporated Christmas aspects already, you could have added more of a feel to it. Maybe you could add Christmas music, more "wintery" palettes, and so on.



Move your title up a few tiles to prevent the files screen from cutting it off.



Add a comma between "games" and "but," and add a period after "Wii." Also, a few of the hills appear oddly colored at their tops to me.



Here's an example of what I mentioned earlier. Instead of using cement blocks and translucent blocks, why not use actual land tiles? It looks much better, and it causes less cutoff.



That 1-UP was a bit too easy to get in my opinion, but that's just me being picky.



When I to a shell past the goal point, a mushroom spawned and I grew into a poorly paletted Mario. Either make graphics for a larger spike, or use a hex edit to prevent items from spawning past the goal point. Oh, and you need to apply the Fade Fix patch.



You may wish to capitalize the second word in your level names.

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

Hack Name: Super Mario Fly World
Length: 7 levels
Author: maarten551
Description: Hello everybody.

I made a hack where you need to fly to complete levels.

I tried to make the overworld good and i hope you all enjoy it.

Enjoy Maarten551
______________________________________________________________________

I'm sorry to say that I really didn't enjoy your hack much. Basically, all you wanted was flying, which got boring 1/4 of the way through your first level. This idea wasn't too good, and you may consider dumping this hack or finding a highly unique way to use flying in each of your levels.




I'd advise that you have someone check through your message boxes and fix your mistakes. Most of them made absolutely no sense at all, and the few that did came out as childish anyway.



This is pretty much a standard level in this hack. All of them are mainly flying over empty gaps or stretches of land, lava, munchers, and so on. As I said, this is boring.






All of those images include examples of cutoff I found. Move tiles around or delete other ones to prevent this reoccuring problem. (The rope in the second screenshot is only slightly cutoff on the ends.)



Remove that easy-to-obtain 3-UP moon.




At the beginning of most of your levels, you include a spam of feathers. You could reduce that number to one or two, or you could find an ASM code to make Mario always be Cape Mario.



Do not place any objects or sprites on the bottom row of tiles in LM. They do not appear in game, and it's easy to walk off of an edge here because of that.



That key also returns me to a previous level tile on the map. Is that intentional?



The bullet bills in that small region were silent, so I couldn't tell they were coming. Replace the sprites with the generator for bullet bills that produce sound.



The road formed by an event looks detached at the bottom from the rest of the road and contains a random 8x8 tile. Fix this to make the road appear connected.



Upon completing the second red level, I was taken up here from a strange event. You could have put a pipe down on the submap, and it appears that you're still constructing the Overworld anyway.



The palette of the columns here looks unfitting. You may want to adjust it so it doesn't clash with the top.



Moving these munchers up on tile with a bottom below them will make them not appear to be floating munchers.



You left the Yellow Switch Palace unedited. Please redesign the palace to make your own and entirely new palace.



I was still able to enter the Yellow Switch Palace after completion, so I was trapped in the room that used to contain the switch. Set the level settings on the Overworld Editor to prevent entrance to the palace.



The event created an oddly colored tile underneath the path; you may want to fix that. And, the Yellow Switch Palace destroyed on this level for whatever reason.

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

I'll add two more logs to this momentarily.
Hack Name: A Haunted Christmas - 281 KB - 48 downloads.
Length: 7 levels
Author: Team Haunted - Submitted by: Darky

Description: I tried to fix everything I could.
About the ledges...
They're supposed to be like that so watch out!
The frozen blocks cannot be melted by fire, I'm sorry :P

Description:

Team Haunted presents Christmas, but it's haunted.

This is the not-so-long-awaited hack originally led by Hadron, who was replaced with Darky and Rayman Man due to cancellation.


---------Removal Reasons :o-----------

Requested by the author(s)
Removed:

Super Gunnar World
Author: mystifire (submitted by Random Romhacks )
Hack ID 3584

Denied at the door. The following are a few of the screenshots that came with the hack:









Look at any given previous removal log entry (or possess any amount of common sense) and it is obvious why this hack can't be accepted.
Hack Name: What the... Hack? Demo 1.1 - 466.7 KB - 10 downloads.
Length: 8 levels
Author: Hellbourne - Submitted by: Hellbourne
Description: A demo of my hack, reuploadet.
This demo doesn't contain story.


Very nice work here, Hellbourne, but there are a few problems, as well as one MAJOR problem that makes me unable to accept the hack.

Reasons For Removal

This is the main reason for removal. I'm stuck here until the timer runs out.


Bad pipe palette.


This is a common problem in your hack. The screen starts below where Mario is. Mess with the Inital FG settings to fix this.


Another common problem, though they are all very small, there is quite a bit of cutoff. The top of the pillar here is cutoff.


Cutoff, and I can walk inside the ledge here for some reason.


Red = Cutoff
Blue = Perspective error
These are just examples of cutoff and perspective errors. There are many more throughout your overworld but your overworld is pretty big so I didn't show them all.

A few other things not pictured:
1) In Highway, the status bar has some random black parts in it.
2) In boss fights and just normally, some of the tiles in the HUD are white instead of brown.
3) there is some cutoff along the cloud in the first picture. Not in ther picture, but along the cloud.


But yeah, you have some pretty creative stuff here. Fix these up and I'll definitely accept it.

--------------------
IRC Quotes (March 20th update!)

/MKICK 4: Flantastic Puns
Removed:

Mario's adventures in Wonderland
Author: lunarguru
Hack ID 3587




The title text is a bit...sloppy, with a slightly messed up "O" palette and black blotches around the yellow letters.



...No.





Unedited Switch Palace, save for added unnecessary cursing that only serves to make it feel all the more immature. Also, as you can see, the overworld is unedited from the original SMW.





Cutoff water, vines at the bottom of the screen that are ugly and largely useless, and invisible hammer bros make this level feel like no real effort was put into it - heck, it ends only about 1 screen later! Make your levels longer, more varied, and put more effort into making them fun and aesthetically well-constructed.



After that level, from there on it is just the original SMW...

Hack Name: Return To Super Matrio World - 198.8 KB - 42 downloads.
Length: 8 exits
Author: SacredSilverYoshi - Submitted by: SacredSilverYoshi
Description: The fourth try of mine to post my hack on this site. You'll see lots of map 16 work, some exanimation, and creative level design. I hope you enjoy!


Unfortunately, I thought this was going to be a lot better than it was. This hack needs a lot of revision before it'll be accepted.

Reasons For Removal

Removal reasons before we've even started! Never hit a P-Switch or enter a door/pipe in the title screen demo. You came out of a pipe, hit a P-Switch, and entered another pipe.
Also, the name of the hack is 'Return To Super Matrio World' but title says Mario World.


Screen starts too low.


Should say:
'Here you get to choose which switch you want to press. This will determine which secret exits you'll be able to get'


If this is used in later versions, why include it here? Also I hit the Blue switch, but green blocks come up...


Cutoff. Move the water one tile down.


Let Mario finish his goal walk.


This level is WAY, WAY, WAY, too hard for a second level. Tone down the difficulty a bit.


Cutoff.


This looks really odd.


Too many moles cause slowdown. Also, cutoff corner above Mario.


This mole phased through the dirt...


I'm*


This jump is really unfair. Blind jump into wall o' bullets.


Again, a very cheap trick.


Yoshi's Island 2 edit. Use ctrl+delete before you make your level.


Yoshi's Island 3 edit. Use crtl+delete before you make your level.


The water follows Mario up. I advise starting this level over, and make it non-vertical scrolling.


Hiding Blraggs behind bushes is another cheap trick.


Blind jump.


Tiny bit of cutoff on the left edge of the rope.


Why have the same message twice?


This part is stupidly hard.


Again, stupidly hard.


This lakitu didn't throw anything...


Bottom of the cannon is cutoff.


Capitilize the 'i'.


...I hate you. Speed challenges like this are frowned upon.


Even though you warn the player, having some of the coins lead right to lava is pretty unfair.


That*


Blind bullet run.


This is a bad idea for a trap.


Having strict time challenges like this is a bad idea.


Having to run the same, strict time challenge three times, is a bad idea. This is where I stopped.


So yeah. A lot of stuff needs to be done before I'll accept this.

--------------------
IRC Quotes (March 20th update!)

/MKICK 4: Flantastic Puns
Hack Removed

Hack Name: Jared World Is Super Demo - 271.9 KB - 11 downloads.
Length: 30 levels
Author: moltensnow - Submitted by: moltensnow
Description: I can't remember what I continually put up to this point, only because I've submitted this SO MANY TIMES! In fact, look at the hack removal log from page 10 to 16. Also, please beat the level "Generosity" first, or its pathway doesn't open up.
_______________________________________________________

My Short Review

This hack is okay, but you kinda got a lot to fix.

_______________________________________________________

Reasons:


The corner of the rope palette is wrong.


Your missing some corner pieces on the overworld, they have been circled for you. Also why is there a bowser head in the ocean?


The cement block makes the water have cut-off. Also the net holding the lava and water is kinda weird, use solid ground since the net seems rather pointless.


Also the P-switch is green but when I press it, it turns blue might wanna fix that.


When I beat this level I can't go to the level above it.


Weird, random, pointless text box messages.


The growing vine makes the bottom of the vine cut-off, put a cement block under it.


Not a removal reason but you forgot to add a midway point bar here.


Cut-off.


This level was pretty flat and boring, most of the level I was running for like 6 screens, then I rode on a few of these. Also what's up with the music, it doesen't really fit this area.


Blind jump here, add some coins.


Move the mole dirt tile and the mole one tile down.



If you lose yoshi you can't get to the exit.


Cut-off. Also this level was really boring, all you do is just swim most of the level, no obstacles, and a lot of enemies which cause slowdown.


The top of the water is cut-off, make the land a little bigger.


Glitched lava graphics.


Some of the sprites tiles disappear because of wrong sprite header.


Floating mucher. D: After the part where I have to press the P-switch, the rest of the level is boring, there were no enemies and I just had to stand on the platform and just wait.


Now really a removal reason at least you bleeped out the cussing but is it really necessary for the Yoshi egg to cuss at you?


A bunch of cut-off here.


Not a removal reason but both of the message blocks are the same.


This is blatant level 4 edit, the only thing changed was the way to the secret exit.


You have to be small and on yoshi to enter this, put the door on the ground please.


I can go inside this pipe.


The yellow switch appears though I didn't get the secret exit, also I couldn't find the secret exit in this level.


I couldn't go further here.
_________________________________________________________

Conclusion

This hack needs a lot of polishing to do, most of the things showed should be easy to fix.
Removed

Hack Name: H&S Mythos #4: Hunter's Revenge Recharged - 1.5 MB - 214 downloads.
Length: 52 levels
Author: metalgearhunter - Submitted by: metalgearhunter
Description: Hunter & SCORPION Mythos: Hack #4:

Hunter's Revenge Recharged

There are 2 versions of the Recharged Version inside, and the ORIGINAL game (The first one as a bonus): 1st recharged version with the original title screen, and 1 with the new title screen. I have also included the ORIGINAL Hunter's Revenge IPS to see how much more better the recharged is, but the original displays kind of a new game play to it.

Message to MODS: Please, do not count the ORIGINAL game IPS, it is just there as a bonus.

WARNING: May not work with Snes9x

Hack Description:

After 1 year from recovering from the first alien attack on the Mushroom Kingdom, things start to change. Life as Mario and Peach knew it, was changing, as well as the land. What could be causing this? Mario needs to find out. He sets out on an epic adventure to find out who or what is causing this. Well, he finds out all right, it is Hunter, and he is back for revenge! Mario must now defeat and kill Hunter to save the Mushroom Kingdom, but then he figures beating him is not the key. There are 3 castle stationed around the Mushroom Kingdom that need to be destroyed: 1 on a plain, 1 in a mutated forest, and another in space. Once these 3 castles are destroyed, can Mario access the soul of the plan. Help Mario as he defeats this cataclaysmic being and saves the earth from a horrible disaster. Should he fail, he will fall at Hunter's hands, with the world along side him.

Here's Why

Serious issues are highlighted in red.



"Had" in first sentence should be "has". "And" at the end of the first sentence should be "an".



It looks a bit weird that Mario walks in front of the hill. I suggest you just remove it.



Did you apply the fade fix patch?



Bad status bar palette.



I found this part INCREDIBLY difficult, for not apparent reason. For a world 1 level, it was more frustrating than anything. Those ptooie plants don't make it any easier, especially when you have no idea if there is a wall separating Mario from the plants.



Where it says "you world" should be "your world".



Cutoff at the triangle.



What's with the pipe?



Pretty easy 3-up moon.



Glitched note block</span>



Upon restarting from the midway in this level, the player falls to their death. (I believe it was the first Hunter's Caslte.)



Bad status bar palette and message box palette.



BG garbage.



Overall, I found many parts of your hack to be INCREDIBLY hard. I believe in a fair difficulty curve, and when the unfairness jumps up in certain levels, that's a huge problem for me.



Only way I found this was by savestating before I jumped in every hole. In other words, it was trial and error. No.



Cutoff.



Lava garbage.



Some pipe lips show up through the wall...while others don't. Any idea on how to fix this?



Uhh....a message box popped up when a nipper hit that pipe...



I find extensive spin jumping on fireballs to be an unfair gimmick...perhaps you can think of another gimmick? (Or at least tone down the jumping...)



I found a total of 3 keys in this level...yet no real purpose for them.



Icy blue pipes stand out horribly in this stage.



Glitched note block.



Use a goal post. If you can't in the forest, teleport Mario to a new area to finish the stage.



This stretch is incredibly hard to pass. I suggest you shorten the log Mario is standing on.



The difficulty of this last section needs to be redone. With a long stretch of passageways requiring a fireflower, the player surely slows down. I narrowly escaped alive, and RIGHT after I exited it, I was killed in this area because of the platform flying out of reach, and thus being crushed.



Okay. This is where I had enough. Having to find a fire flower, back tracking through a bullet bill infested room, and then going through yet another bullet bill gauntlet just to reach this. YOU CANNOT TAKE A SINGLE HIT! I cannot explain how much frustration this part put me through. Do you think this is fair? Even with savestates, it took me nearly 50 tries.



And to top it all off, the key didn't work for me. I quit here...I had enough.

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

Here is what I suggest.

1)Fix the difficulty. There is no way that the difficulty curve is fair in this hack. No. Way.

2)Fix the assorted palette issues if possible. I know that it can be hard to make the status bar agree with your palettes. You could always use an all white palette by editing it.

3)Fix the various glitched graphics and cutoff issues.
NAME: Rico meets Lakituous
AUTHOR: Lunar Rico
DESCRIPTION: Rico Koopa sets out to find Lakituous, a Lakitu God, and get revenge for seperating him from his family.

DENIED!


If I touch this moon...


...a lot of time gets substracted? Bleh.


But here is the real reason why I must delete your hack! At first I thought I am screwed until I found out that I can jump over the huge gap while abandoning Yoshi. Now imagine I had not brought a Yoshi with me here... So please fix this.


Unforunately I had to abandone Yoshi here. It's not a removal reason, but I simply hate this situation :(


Glitchy Map16 tiles are bad. :(
(Also, you mentioned you had beta testers?)


I screwed up here by pressing the P-switch too early. You have to put a reset pipe or door somewhere so that the player can try again.



This hack was so-so. Sometimes there was boring level design because it seemed like you just copy/pasted some blocks over and over on some screens. (Boss fight, BLock Lake)
4 levels are rather short for a demo, too.
On the other hand, your sprite graphics and animations amazed me. Also creative that you did not use Iggy as the first boss.
So please fix the errors/mistakes (at least the severe ones) and I'll approve this.


--------------------
I play Pokemon Red glitchless speedruns occasionally. Check out my twitch!

Exits done: 45, Overworld: 85%
Play through Taomb Demo 3
Well, Taomb may have finally died. Thanks guys.
The dead fucking end.

Removed
Hack Name: Super Mario Bros. - Bowser's Kingdom (Demo4) (English Version) Demo - 916.8 KB - 179 downloads.
Length: 58 exits
Author: Le Comte Niark - Submitted by: Le Comte Niark
Description: My first demo submitted here.
This is a traduction of my French hack, so if you see spelling mistakes ...
This demo contains :
- ExGFXs
- Some custom ExGFXs
- Custom sprites
- Custom blocks
- Custom musics

The story is classic, but I think there is a good level design ^^.

Reasons
This hack was pretty great, generally. I liked it a lot and I hope to see it resubmitted soon.

However, it currently has one game-breaking problem:



Once you get to the Ice World, you can't progress past this pipe. Mario is stuck here, and you can't move down the path to the next level. Therefore, the game ends here, even though there are many more levels in the game.

Aside from that, there were some other issues, too:


I HATED this area. Why, you might ask? Well, you used the same graphics in the same exact palette for BG objects, so it is impossible to tell which areas of this level are BG and which are FG. If I remember correctly, too, there is no BG scrolling here, so it is doubly impossible and annoying. Please change these sections entirely to have a different BG.


More of that, plus this area also has a lot of cutoffness. I understand the effect you were aiming for, but I think using more ExGFX would help a lot. Otherwise, I liked the idea behind this.


The status bar palette is overwritten with BG/FG colors. Also, using the Fade Fix patch would be great.


Did you mean for these Bomb Blocks to act like Throw Blocks?
And once again, bad status bar palette.


* Fight them


* Mario took
* his next


* Bowser scattered four switches which generate very helpful blocks. Find them all!


* Mario beat

^ I would suggest finding a native English speaker who would be willing to help proofread your game text. Another tip would be to make a thread here for your project; people will be willing to help there.


This area was a little annoying because it was difficult to predict when Goombas would fall out of pipes and onto the player. Using differently colored pipes for the "dangerous" ones would be very helpful.


More bad status bar palettes.


Remember - level fadeout and Message Boxes will both destroy Layer 3.

Apart from these issues, the rest of the hack was great. However, it will still be removed. I look forward to a fixed version.

This hack does not meet the following Hack Submission 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.

8. Test your hack on all major emulators!
This will ensure that all players, no matter which emulator they are using, can play it without experiencing slowdown or crashes.



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

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
NAME: Xano's Quest Demo 1
AUTHOR: voltega
DESCRIPTION: I have submitted another version before, but it was rejected. I fixed most, if not all of the problems from before, and even added a couple more levels, this is the complete 1 world.

DENIED!


The cement blocks cut into Yoshi's House.


I am stuck here. Please remove the invisible blocks >:[


There are still wrong Overworld tiles at the green bridge (right side), which is cutting into the landscape behind it, and the ledder that goes up to the Switch Palace. It would be better to make a new Overworld anyways.


I messed up by pressing the P-switch here. Put a reset pipe or door somewhere.


Good that you removed the cutoff munchers, but now they are floating :( I suggest removing them from where they are entirely, because they really are no obstacle here.


In the readme, it was stated that this is mud, but the palette is bad nevertheless. Try using a brown palette instead, something natural.


I think it must be: "Not knowing [...]"


The cement blocks cut into the water.


The vines are cutoff. Attach them to something instead.


I killed the blue Koopa from above. What shall I do now? :(
Pup a reset pipe or door here as well.


Start making your levels by pressing CTRL + Delete first.


See that I can swim in this lava? That's because the top tiles of lava act like water. Either increase the height of the lava pit, or make the top tile act like tile 5.



You pretty much fixed most problems you had at first, but unfortunately there is still stuff you have to fix. Starting levels from scratch is a must and a new Overworld always a plus.

--------------------
I play Pokemon Red glitchless speedruns occasionally. Check out my twitch!

Exits done: 45, Overworld: 85%
Play through Taomb Demo 3
Well, Taomb may have finally died. Thanks guys.
The dead fucking end.

Hack Name: Mario's Visit to the Atlantian Islands [UPDATE]

Author: Z. Raffle tikt - Submitted by: Z. Raffle tikt

Description: Yeah, an update to the last submission. It only takes a little to notice these small bugs, but it'll be tough to find out what the bugs were.

This is my first submittable hack that has no custom graphics, blocks, sprites, etc...

Also, be aware that the title doesn't mean that it's water levels, it is mainly the islands.

Anyway, this is a vanilla hack with no obvious level edits, just completely original ideas all made up by me in study hall, later made in Lunar Magic at home. I have made hacks before, but are considered too hard to submit. This hack contains none of this.

I highly doubt that you will find many (if any) glitches, for I myself am too picky to leave them in.

PS: Mods delete the old one.


-----------Removal Reasons :o-------------

Your hack has been denied entrance to the site. There were a few nitpicks here and there, but one big one:

Quote
I have made hacks before, but are considered too hard to submit. This hack contains none of this.


OH THE IRONY!

... sorry, got a bit mean there D: Yeah, the hack had a high level of difficutly, to the point where I quit playing at the first vertical cave level. Now, on to images:



Title screen letters cut off by menu. Move the 'Demo 1' thing a bit higher.



In the first level, this blue koopa slides through this pipe. I'd move the pipe more to the left.



Bad starting position for this level.



This koopa hit me right after I came out of the pipe. Unfair :( Give the player more time to react with their surroundings.



This Yoshi Coin is placed on a sub-screen boundary. Move it up or down one space.



Due to too many sprites on screen, a Chuck vanished right above where Yoshi's tongue is.



It is possible to get stuck here. There might be some supa-dupah hidden rocket or some hotty-hot-hot female agent to get me out, but I found none ;_;



This spot sinks too quickly, thus making me miss this platform.



This 3-up moon seems too easy to get. If this was a chocolate hack, I would suggest to use Roy's runaway moon sprite :P



This place kinda reminds me of the room before Iggy. I suggest to not use a similar design, as to avoid being blamed of blatant editness.



... yes, strangely similar.



Umm.. why do I start inside the pipes?



You allowed horizontal scroll, which makes Iggy and his fakes not appear on the second screen.



... yet when I go to the other side, Iggy appears where he didnt before. Just have the battle use 1 screen to avoid glitches such as this.



I was able to fly here, resulting in me hitting this wall. Looks illogical.



Seems like you used an incorrect tile. Hardly noticeable, but we ods are picky.



It seems I got stuck here. There werent any invisible blocks as far as I know. I had to abandon Yoshi to get up. Cruel, cruel world...



Ima take this time to tell you that your overworld looks a bit bland. Add some decoration to spice it up.



This chuck diggin rocks out of mid-air looks kinda weird.



Small cutoff ledge.



I forgot to say that this is the level I quit at. I had to use rewind the whole time, due to a trillion of chuck's balls rocks falling down steep slopes and such. Dont have the player use savestates and stuff, cuz thats really kaizo



Also, this level looks like an edit of that one cave side-level, where you slide down knocking out Buzzy Beetles and stuff.



This part seemed kinda tough, but thats just me being a wimp D:



Another tough part.
Ono, wait, I was gonna mention the small cutoff edge corners under the chuck.



I was able to go into the ground. I blame Nintendo, not you



There seemed to be no platform here, but when I left and returned, it reappeared. Maybe there are too many sprites? Or its probably Nintendo's fault again.



This level had a short time limit compared to its extreme difficulty. You should make the level easir, then shorten the time linmit. (You have to climb all the way up to get a P-switch, then bring that P-switch all the way back. Brutal)



After I died, I decided to check on the rest of the OW. This part has a kinda bad perspective.


And thats it. I dunno what the other levels are like, but I would like you to easen up some of the levels, and fis some of these errors. Then we can be happy :>
Hack Name: Super Mario World Retro x2
Length: 5 levels
Author: nintendofreck - Submitted by: nintendofreck
Description: Mario Brothers Adventures V0.1 Demo

Mario and Luigi are embark on an adventure to find their special powers.

Included:
MBA Patch
Restore to SMW patch
Credits and other notes TXT file


Reasons
Requested Removal. x2
Hack Name: Super Mario Bros. 3 X (Final)
Length: 70 levels
Author: Koyuki
Description:
This is a hack with SMB,SMB3,SMB2,YI and a few SML styled levels.

Story:Bowser and the Koopa Kids Invaded South Mushroom Kingdom.
Mario must stop them before it's too late.

NOTE:USE ZSNESW 1.51 if possible.


mods please delete the older ones.
Update:Fixed the SMB3 Bowser for having no fire Breathing Sound.
____________________________________________________________

Requested in a private message stating that level name fixes were to be made.
Hack Name: Super Wario World SWW
Length: Unknown
Author: Joshua Harrison :) - Submitted by: mariomaker6
Description:
the demo of my new hack Super Wario World(SWW)This is the graphics.If you pay enough attention you may realize thedifferent graphics
______________________________________________________________________



Your patch did not work. Next time when submitting a hack, please make sure the IPS patch works! Also, it would appear that the hack has only an edited selection of GFX and palettes. If you just wanted to show these off for the time being, I'd recommend that you upload it to your "My Files."
Hack Name: Super Mario World: Bowser's Attack
Author: ToadKart64 - Submitted by: ToadKart64
Description: This is a ROM hack by ToadKart64. If I get positive feedback I will make more levels, I'll just call this a demo for now. Every level in Worlds 1 and 2 are edited, except for Donut Secret House and Donut Secret 2. Enjoy!


-------------Removal Reasons :o---------------
<Ladida> osh, its a rom
<Kristian> easy removal!
<Kristian> :<
<Kristian> oh Blumiere~~~
<Kristian> Ladida needs you to ban someone
<&Blumiere> k
* &Blumiere ban
<Kristian> <Ladida> osh, its a rom <- see?
<Ladida> ima make a removal log
* &Blumiere checks to make sure
<&Blumiere> Yep, it is
<Domiok> Jesus facepalm is necessary.


NO ROMS ALLOWED! YOU HAD A ROM IN THE DOWNLOAD LINK. Seriously, rom = ban. banny bye bye. (except I can't ban D: )
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