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
...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.
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.
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.
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....
A) Bumped GFX's palette is screwed.
B) 'RETRO EDITION' is behind the foreground. Layer Prioritize them.
A) Palette is screwed on pipe.
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.
A) See 2B.
A) Never get an item in your reserve box in the demo. The mushroom just sits there the whole time.
A) Fireball palette is messed up.
B) See 2B.
A) Bad Bullet Shooter palette.
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'.
A) Very bland overworld. Try to spice it up with some decoration. Overworld= 1/10000000 because it sucks
A) See 9B.
B) The graphics here are very bland. Add some shadowing to the ground.
A) This yellow pipe flashes! Insert pipes from Map16 to stop them from changing colors.
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.
A) Ugly palette. See 12A.
A) Fit the sublevel into one screen so the camera doesn't show this part.
A) Change your FG/BG initial settings for this secondary exit to stop this from happening.
A) These Goombas stay on their ledges. They aren't supposed to.
A) I cannot break these bricks even though I am big.
A) I swear there used to be a hole here.
A) Moving coin has a cutoff frame.
A) Ugly palette for flashing stars.
A) See 19A.
A) See 15A.
A) I came out of the pipe too far down. Decrease the Y position for this entrance by 1 or 2.
A) Because I can't break these blocks, I had a hard time fitting through here.
A) I could also spinjump here to fall through the ground and die.
B) Or I could get stuck in the ground.
A) See 16A.
A) See 24A.
B) These blocks hurt my eyes. Tone down the yellow color, will you?
A) Cutoff underneath these grassy platforms.
A) I was expecting a platform to be here. Since there wasn't, I had to blindly jump down here.
A) This koopa flies high off the screen.
A) The wings on this platform have a tiny blob of pink on them. Get rid of it.
A) Lava, or orange juice!?
A) You can make these invisible blocks like they were in the original.
A) My eyes are dying from the bright pink, with a side of orange juice!
B) Yep, they're gone.
A) If the P-switch runs out before you go through here, you're screwed.
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.
A) Hey, that's where the hole went!
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 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 )
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.
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.
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.
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.
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.
'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.
This looks really odd.
Too many moles cause slowdown. Also, cutoff corner above Mario.
This mole phased through the dirt...
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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 :
- Some custom ExGFXs
- Custom sprites
- Custom blocks
- Custom musics
The story is classic, but I think there is a good level design ^^.
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.
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.
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.
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:
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
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 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> oh Blumiere~~~
<Kristian> Ladida needs you to ban someone
* &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: )