Removal: "Bib's Adventure 1" Author: Moltov (Submitted by Maruhai) Description: "Hardest and short hack, it contains Custom Blocks and Custom Graphs."
If I recall correctly, this hack was declined before due to being overly difficult, rather buggy, and looking terrible. However, this also applies to non-japanese hacks. "Don't upload content that you find elsewhere - if the person wanted it uploaded it here, it would be already."
Name: Mario and the pipe of challenges
Author: LuigiPikachu - Submitted by: LuigiPikachu
Description: My First Submitted Romhack
it has 6 levels and uses elements like:
water (in the screenshot)
and cave levels!
Reasons for Removal
This was an odd glitch I occasionally found on the overworld, most likely sprite related.
Mario shouldn't be able to go to the side like this if the wall is solid. I'd suggest making the other side solid as well.
I was hit by a Goomba, but it turned invisible once it came out of the bubble. Try changing the sprite settings.
This hack in general had some slighty cutoff, such as the pipes here and the ledge.
This was unedited from SMW.
Slightly odd palette for the Bumpty here.
This sprite doesn't really work too well with this BG palette. I'd suggest either changing its color or the BG's.
This seems familiar.
Another sprite-related issue. There's actually a Fire Flower here, but it vanished.
Bad graphics for the Note Blocks when hit. You may want to use sprite ExGFX instead.
Overall, while this hack wasn't bad and contained some original levels, there were some remnants from SMW as well as other issues that should be fixed. Still, it's better than a lot of first submissions, so I hope you'll fix things up and resubmit.
Hack Name: Hard mario worlds Length: 4 levels Author: bokobono - Submitted by: bokobono Description: this is m,y hack some of the people who played it sayd it was the best havk ever please excuse my bad eglish
PLEASE tell me that this is a joke.
This is what you did wrong:
The screenshot you provided doesn't show anything (It's just the Nintendo presents screen).
Cut-off and floating tiles everywhere.
Blatant level edits - the only completely new level had 20 screens filled with glitchy Chucks and invisible note blocks. Not exactly "good" design.
I understand that English isn't your first language, but why did you leave the first line of the intro message untouched? You don't have to speak English to know you should edit it. By the way, you could have gotten someone to proof-read it for you - or simply make it in your mother language. Hacks don't have to be in English, you know.
Suggestion: Try making a hack next time. (Sarcasm aside: Read the FAQ, the rules, the Hack submission guidelines, and make a thread about your hack in SMW Hack Discussion to get some comments on it before you submit it.)
Super Rtyuio World: Part 1 Author:rtyuio54321 Hack ID 3149 Reasons:
ExGFX still does not hide blatant level edits.
Beating the level left from Yoshi's house took me here...
...which took me here...
...which took me here.
Please fix these problems. Go back through your levels and make sure the player can't end up in and endless bonus game, and also be sure to make your levels ORIGINAL, as opposed to just being slightly edited and reskinned SMW segments. Also, the normal SMW music has gotten a bit old to me, and I'm sure to many others as well, but you are not required to use custom music, of course. It's just that you might want to consider it, anyway, as I'm sure people will like it if you can choose some good songs.
Name: Rotom vs Rico Demo 1 Author: Rico, I assume. Whoever decided to bring namechanges back for the holidays needs a kickin'. Description: Rotom lives in Lunar Land. He sees a Diggin Chuck. "What is going on?" Rotom asked him. "Rico Koopa wants us to renovate the land to build castles." Now it is up to Rotom to destroy Rico and end the renovating.
I like to give credit to:
The DP team
DP team members that helped:
Rotom is a work in progress so...
The lettering seems a bit uneven. Is this deliberate? Not a removal reason.
The extra pixels to the side of the jump animation seem odd too. I also saw some oddities to the carrying item animation in the end cutscene, but failed to screencap it. Again, not a removal reason.
This is, though - there's a very easy fix in the ROM Map (and probably the Patches section too), so there isn't really an excuse nowadays.
Hack Name: Super Mario World Extra - 391.2 KB - 50 downloads.
Length: 19 exits
Author: MarthX - Submitted by: MarthX
Description: My first serious rom hack. It was created with challenge in mind. Most hacks are either too easy or too Kaizo these days. This hack was created to be challenging without being Kaizo. I hope you enjoy it.
Your aim to create something challenging without it being impossible was way off. This IS impossible for your average player, and that's what our hacks around here are aimed towards. I thoroughly did NOT enjoy this hack.
I had to savestate several hundred times just to get halfway through level 4. I would have gotten a game over in level 2. And I would have kept getting a game over in level 2, because half of your jumps require damn near perfect timing. People aren't machines, we can't do this hack without having to abuse the savestate functionality of emulators, or being criminally insane maniacs with no lives. Here are SMWC, our aim for hacks we approve includes not having to do that. Levels have to be FUN. These aren't.
Hack Name: A Plumber's Tale Demo Demo - 281.8 KB - 100 downloads.
Length: 31 levels
Author: Jeuda "The Deathgod" Cruxifis - Submitted by: Jeuda "The Deathgod" Cruxifis
Description: A hack I vaguely showed off here about a year ago. I'm deciding to let you guys demo what I have now while I work on a "total Revamp" of it to make it so much better than what it already is. Because I admit: I think this copy is crap, aside from its level design and scattered plot. I'll let you guys be the judges, however. Please note that the Overworld is open completely to save frustration in case you can't complete a level.
While the overworld is open, and you admit this is actually kinda crappy, there are a few issues I'll bring up anyways.
Going down this pipe killed me without any way to stop it.
The colors are wonky here.
I hate invisible enemies.
Your overworld is a TOTAL wreck. That alone is reason for removal. Also, that last level sends me to an unending bonus game.
I don't know even know.
The rest of your levels past the first submap were either crappy edits, levels present in default SMW, or just plain terrible. Some of the music didn't seem to work right, stopping after the first few seconds.
If you're "rebooting" this hack, there's a lot of work to be done.
Name: IT IS A HACK please play it (You can't make me! You're not my real dad!) Author: MAGUSANDMETROIDFTW (Well, this is a good sign.) Description: this is my first hack
it is only a demo
im not good with events and stuff for the overworld
send messages to help me
If you need me to tell you what's wrong with your hack, you have many more problems than I can address in the form of a forum post.
Hack Name: Lieutenant Pie's SMW Hack Demo Length: Unknown Author: LieutenantPie - Submitted by: LieutenantPie Description: Everything you need to know is in the readme. Please ignore the fact that the lava in the castle entrance doesn't look like lava. It's part 1 of a 2 part castle (it's a big castle), and so it obviously wasn't originally a castle. I'll fix the lava sprites later.
The main removal reason were the blatant level edits. It's horribly easy to tell that you just took SMW's original levels and edited them a little bit (or not at all). Press Ctrl + Del will help you create more original levels by erasing everything first. Since this applies to every level, it's pretty pointless to show screenshots of it. Just keep in mind that you need to create your own levels to get your hack accepted.
Other flaws I could find:
Why so many enemies? Also, slightly wrong BG palettes (Where the hills overlap).
More enemy spam. Even worse, it causes huge slowdown.
Why don't these shooters do anything? Did you forget to use the "Bullet Bill Shoter" sprite?
Almost all message boxes were left unedited as well. If you don't have anything new to say, don't say anything old either.
The chucks on the platforms are pretty pointless, since they don't interact with them and immediately fall down.
Why don't you use castle ground instead of cement blocks? That would look so much better.
No lava is better than glitchy lava. Why did you put it there anyway? If you remove it, you can still die by falling down.
Originally posted by LieutenantPie
Please ignore the fact that the lava in the castle entrance doesn't look like lava. It's part 1 of a 2 part castle (it's a big castle), and so it obviously wasn't originally a castle.
You can change a level's tileset with the blue poison mushroom button.
Originally posted by LieutenatPie
I'll fix the lava sprites later.
That is no excuse. Why not do it now?
You really don't need so many P-switches. Didn't you notice they cause major slowdown?
Because of the low ceiling, you can't see the crushers early enough to flee from them.
Wrong corner tiles.
Way too many block bridges. Some sprite tiles disappear.
Where's the boss you promised?
After one has beaten "your" levels, they can still access the original SMW levels. Not like it would make a huge difference though...
Poor little spike top wasn't intended to interact with layer 2 and has to crawl around air now.
So yeah... either fix everything mentioned here, or start a new hack from scratch.
Hack Name: Alternate colours for SMW - 19.5 KB - 2 downloads.
Author: Joshua Harrison - Submitted by: mariomaker55
Description: New Charcter colours,sprite colours,and block colours!
Originally posted by "Submit A Hack" Page
The screenshots must be 256x224 or less and must be PNG images. Screenshots may not be any larger than 512 KB. You must submit at least 1 screenshot.
How to make a good screenshot:
Play your hack in Zsnes. When you want a screenshot hit F1. This should bring up a menu. The bottom option should say IMAGE FORMAT:. By selecting that option and pressing enter, you can switch between BMP and PNG. In this case, we want PNG. Now select SAVE SNAPSHOT and press enter. The image will be called <rom name> xxxx.png (where xxxx is a number) and will be saved in your Zsnes folder.
Hack Name: Super mario world 4. Bowser's attacks again! DEMO - 337.2 KB - 217 downloads.
Length: 9 levels
Author: ghostlycool666 - Submitted by: ghostlycool666
Description: Story: After mario beaten bowser AGAIN, Mario went back to his island... But something is wrong...
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.
9. Quality level design
Your hack has a much higher chance of being accepted if the level design is fun. Conversely, if the level design is found to be lacking then a little cutoffness may be enough to push the hack into deletion.
This hack just isn't really quite ready to submit to the site yet. I would identify the main problem as a reliance on pseudo-Kaizoish level design (i.e. the same enemies over and over, Muncher abuse, blind jumps, repetitive level design).
The FG/BG initial position settings are bad in this level.
This is the first level, and I've already jumped over big expanses of Munchers, just to die here by being hit with about five Bullet Bills.
"Why hello, my little 3-Up Moon! You were easy to find!"
Vines + Bullet Bill Blasters = infinite 1-Ups
Just not very imaginitive - couldn't you have some different things here, besides gray blocks and Bullet Bill Blasters? It is these sorts of repetitive level design flaws that really drag this hack down.
I'm not sure how this happened, but I do know these stems should be behind the pipes. This might be that Red Piranha stem VRAM glitch everyone is always talking about - you should probably apply the Piranha Fix Patches.
It's just not that fun to have to make fairly pixel-perfect jumps from one Muncher cliff to the next.
I know what this level needs - more Bullet Bills!
Yellow What Palace? Might want to spellcheck this one.
Move your Dragon Coin off of the subscreen boundary to avoid this happening.
Kaizoesque Muncher tunnel Star runs aren't fun.
And here's where I stopped - not only did this level require you to have beaten the Yellow What Palace, but apparently even if you have, it requires you to also have super-quick running skills to make it through this tight spot.
Anyway, this hack is being rejected, but don't let that discourage you. However, I would strongly advise playing some of the other hacks featured on this site prior to resubmitting your project. With level designs based around Munchers, hordes of the same enemies, and even the same geography repeated over and over and over, it's just not currently very playable.
Name: SMW Improved Author: AntoineG96 Description: Hello. This is the improved version of SMW with new pallettes, new landscapes and improved plot. I used unused sprites like overworld bird and lakitu (overworld). Enjoy
All levels are obvious edits of the originals. Also, the new palletes are REALLY bright - they hurt my primitive, underdeveloped eyes on my big bright LCD monitor!