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The Hack Removal Log
Forum Index - Valley of Bowser - Moderation Questions - Hacks - The Hack Removal Log
Pages: « 1 225 26 27 28 2947 48 » Thread Closed

Name: Super Mario World - Pacho Edition
Author: Joshua Harrison a.k.a. mariomaker6
Description: This hack replaces yoshi's GFX with Pacho, Yoshi's egg with a Pacho egg, Yoshi fireballs with Pacho energy balls,and there Yoshi's name with Pacho (Ex. Yoshi's Island 2 now Pacho's Island 2)

Another way to put it I have created a world where Yoshi NEVER existed and Pacho always has.

The 12th screenshot was from another one of my hacks i put it to show what yoshi looked like before.

I almost beat Assassins Creed 2 twice.

This paragraph and the one before where pointless.

I made this for anyone to use but if you use this too start a hack or rip the graphics for it give me credit since Pacho's my ostrage duck thing.


:)




TEST YOUR PATCHES BEFORE UPLOADING

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

Removal Log
Hack Submission Guidelines
My Sites

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

My Hacks:

Removed
Hack Name: YG Hack World 1 - 361.5 KB - 10 downloads.
Length: 6 levels
Author: YGZetaX - Submitted by: YGZetaX
Description: A Short World of Super Mario World
This is the easiest of the series
no levels have been changed

Reasons
Originally posted by Submit A Hack Page
Do not submit ROM files!
Please make an IPS patch instead!


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

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: Super Hard World (Fixed) Demo - 24.1 KB - 19 downloads.
Length: 7 levels
Author: Axlprosser18 - Submitted by: Axlprosser18
Description: Sorry i fixed the auto-scrool in Iggy's Castle. Really Sorry. I hope it works. Anyway here's the fixed version of my hack

Reasons


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.

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.


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

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
NAME: The Ice Floe
AUTHOR: Everandever
DESCRIPTION: Rumours about a very joyful place with lots and lots of joy and a whole lot of cake are spreading in the mushroom kingdom!

This hack features some custom sprites, a partially custom overworld, of course custom levels and a costum story! Yes this is an SMW hack that's actually got a somewhat tense-building story. It's a Demo yet, but 7 levels are finished already. Most of them involve a bit of thinking.

And what the hell is the Ice Floe?


DENIED!
You even lied in your description. I have not seen any custom sprites, nor were your levels custom. Also, seeing your Overworld as partially custom is very doubtful as well.
Anyways, let's see why this hack got killed.


Wat. (Not a removal reason, but senseless nevertheless.)


Removal reason! It's really not cool but unfair to suddenly have invisible solid blocks above me, so that my jump is too short. Remove them!


The same goes for the invisible coin block. Those Kaizo traps are not what we allow here.



Here is an example of why your levels are not custom. You did not press CTRL + Delete before you started making your levels, which is a must. I can easily tell that you edited Vanilla Ghost House here.


I had to look this one up in Lunar Magic. Never use the bottom row of Lunar Magic, because the player cannot see it. *sigh*


This level had TONS of floating and stacked munchers. This is an insta- denial. Only Ersanio likes that, but even he would be scared of such an amount.


Cutoff where the pipe begins.


Not sure how I should be able to get this Dragon coin.


This coin, however, is exactly on a subscreen boundary. That's why it glitches. Press F2 in Lunar Magic to see it and put the Dragon Coin either higher or lower.


Sorry, but I don't know which pipe led me to this bonus game of doom. Fix this!


Obvious level D2 edit.


Three things wrong:
1. Put Mario 1 tile higher when he exits the yellow pipe seen on the left side of this pic.
2. Bullet Bills should make sound, when the are shooted. I suggest make them shoot from Bullet Bill Machines.
3. The rope is cut-off.


Another pipe that led me to a bonus game.


Obvious Donut Plains 2 (level 9) edit. Also slowdown at the beginning of this level.


The Buzzy Beetles should be Buzzy Beetles and not Spinies! You may not use sprites which use glitched/false graphics.


This glitchy crap is a ghost. Mario must be scared.


I have 44 lives afterwards due to this Dragoin Coin being on a subscreen boundary. (See above.)


Thank you for making me have to die and get a shroom in another level -.-
Also. No. Fucking. Floating. Munchers. Use ExGFX instead to make them look like bombs or whatever.


... the hell, man? I stand on an invisible block. Furthermore, use proper palettes if you really want to use Yoshi's House in this Palace. I suggest removing it entirely, because it seems out of place. Also, the ledge is cutoff at the right side.


Cutoffness below.


Pie may not be written with a capital P here, but we already know that 90% of your messages are useless. However, I have not read such senseless but still creative junk in a while. Note that there was a shroom which fell down and could not be obtained. You should still remove messages which are useless.


Minor cutoff at the edge. Also, what is the key for, except getting a 1-up when carrying through the goal?


I suggest making the goal its regular size.


And now? :[


This is an unfair hit.


Cutoff left of Mario.
But what's even more severe, I could not get the star below, thus I could not get the secret exit of this level. I threw a carryable blue block against it, but the block is located to high. That means, I heard the sound that came when the block got hit, but the star never fell down making it impossible to walk on those floating munchers :(
So place the star block lower, so that the star actually falls down.


Victory scenes which end in death are unacceptable. Build a way around this in Ice Floe!


After Ice Floe, I am supposed to play the old level Awesome as your last level, which is slightly edited and now contains stupid messages, cutoff and a wall of stacked munchers?
Forget it!



This hack has some issues that badly need to be fixed. Also, press CTRL+Delete before making levels and start from scratch!!!
Furthermore, please stop making useless messages. They decrease the quality of the hack. A new Overworld would be a big fat plus as well.
Other than that, you had some nice level design gimmicks. Use them in connection with nice, natural landscape and otherwise fine gameplay and you're set to make a good hack!

--------------------
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: !!!: The Evil Maze (Real) - 143.2 KB - 17 downloads.
Length: 5 levels
Author: limepie20 - Submitted by: limepie20
Description: Sorry I just realized I submitted the wrong version of Evil Maze cam someone please delete it?
This is just a demo of my evil maze hack.
It has maze/puzzles.
-----

This hack needs a ton of bugtesting. The errors were in fact so numerous that I can't provide a image. Generally, the problems were:


Graphical issues...


And dead ends, lack of reset doors, instant death, a dime a dozen. You need to do a lot more testing.
Hack Name: Super Mario World: Moving Day
Length: 6 levels
Author: Coin Snowshoe - Submitted by: Coin Snowshoe
Description: **DEMO V0.1**

Yoshi decides to move away from Dinosaur Land to a nice peaceful land named Acacia Valley, the valley of love. Iggy Koopa has been spying on Yoshi recently and realized this, alerting King Bowser, they organized a plan to ambush Yoshi and Mario! It's up to Luigi to save the day, and nobody is going to stop him!

**Supported Emulators**

*ZSNES
*SNES9x
*SneMulDS
*SNESGT

**Credits**

*Testing: Kyoseron
*Blocks: SMWCentral / Snowshoe
*Patches: SMWCentral

**Known Problems**

*If you save your game and get score/coins/lives it will never be truly erased on that file, only your progress. So delete the .SRM file for a clean slate.


Reasons

Requested Removal for an update.
Removed
Hack Name: The escape door. demo Demo - 20.1 KB - 24 downloads.
Length: 1 level
Author: lileeper - Submitted by: lileeper
Description: A 1 level hack where mario tries to escapes a castle and then there's a clliff hanger.

Reasons
Overall, this hack needs a lot of work before it will be up to SMWCentral's standard of quality. Please take the time to read over the Tips Of The Day. You should play through some of the site's Featured Hacks to get an idea of what you should be aiming for. Last but not least, replay some of the classic Super Mario games to get inspiration for good level design.


These two screenshots illustrate the main reason why this hack is being rejected. First of all, the spiked pillars are the exact same color as the BG and blend in with it to the "point" (lolpun) of being invisible. Second, there is apparently an invisible enemy here that harms the player without being able to be seen; adjust your sprite memory level settings to make this sprite appear correctly. Third, I suppose there is a way to make the jump up through those top blocks, but I failed after trying about 20 times. That kind of difficulty is just too much. Even were it not for this, your hack would probably be rejected for being only one level in length.


The castle foreground GFX in your level have a lot of cutoffness going on. There are also no flames in the BG candles.


Not an outright reason for removal, but this OW needs a lot of work.


Pictured here is the only screenshit you submitted to showcase your hack. Please don't rotate your screenshots in the future. It's not funny.

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.

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.

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.

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.


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

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: SMW the New Saga beta 1.4 (fix) Demo - 180.1 KB - 45 downloads.
Length: 6 levels
Author: mariolpmadness - Submitted by: mariolpmadness
Description: this hack takes place 1 year after the normal SMW...
yoshi has moved and found a new and calm place to live, or so he thought.
now koopas are takeing over hat land!
has bowser returned?!

Reasons
Overall, this was a pretty good little hack. There are just a couple of things that would be nice to fix up.


I personally found this section of this level especially difficult. With the scrolling speed set at what it is, it is hard to make the difficult jumps to get up this wall and then land on the series of stepping stone blocks on the other side. In general, this section was fairly difficult for the first world in your game. I would either slow down the scrolling speed or lessen the difficulty of the jumps.


The forced damage at the beginning of this level is not very cool. I realize that the intention is to make the player small and not able to "cheat" their way through here, but it also will remove their item box item before they have a chance to grab it back. I would suggest using a sprite or block that sets the player's power-up status to "small" or editing this level to be passable by a player with power-ups. Also, what is the weird glowing thing at the top right?


I'm not sure what happened to the Blue Beach Koopa here. Check to make sure the blocks in your wall are correct (i.e. all solid).


I took this screenshot to remind myself to tell you that you need to fix the P-Switch music repeating glitch. This can be fixed with a hex edit or by using Romi's AddMusic for your AddMusic needs (which I would highly recommend).

Overall, this hack was pretty good and made nice use of vanilla SMW graphics. It just still needs a bit of work. Good luck!

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.



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

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: Mario's Amazing Adventure - 611.9 KB - 10 downloads.
Length: 7 levels
Author: DODODO - Submitted by: DODODO
Description: O.K. This hack is back. I fixed the mistakes from last time. This is my FIRST hack, so please don't flame me saying that it SUCKS compared to other hacks. Actually, if you go to the hack removal log, there are some HORRIBLE hacks that are twenty times worse than this.

Story: IGGY kidnapped Princess Toadstool this time and you know EXACTLY what happens next.

Please note that the ZIP file has other stuff in it such as screenshots and the LM files I used.

Reasons
First off, you might want to pick a new name for your hack.

Originally posted by Dododo
Please note that the ZIP file has other stuff in it such as screenshots and the LM files I used.

We don't need all that extra stuff. Please just submit things like your hack IPS and a readme.

Originally posted by Dododo
I fixed the mistakes from last time.

You did fix some of them, but not all of them.

Originally posted by Dododo
This is my FIRST hack, so please don't flame me saying that it SUCKS compared to other hacks. Actually, if you go to the hack removal log, there are some HORRIBLE hacks that are twenty times worse than this.

No one is flaming you by posting a removal log. If anything, you could be considered spamming the site with content (your hack) that does not meet our standards. You're right - there are a lot of hacks in the removal log that are worse than yours. However, there are also a lot of hacks in the removal log that are BETTER than yours. So please, take our criticism for what it is - a tool to help you improve your hack.

You haven't been completely unreasonable, but I want to warn you that if you resubmit this hack again without some significant changes based on our combined suggestions, you might be subject to disciplinary action in addition to having your hack removed again.

Overall, this hack needs a lot of work before it will be up to SMWCentral's standard of quality. Please take the time to read over the Tips Of The Day. You should play through some of the site's Featured Hacks to get an idea of what you should be aiming for. Last but not least, replay some of the classic Super Mario games to get inspiration for good level design. A lot of your level design was boring and repetitive, with a lot of power-up give-aways, overuse of enemies, and misleading blocks (slopes, the orange pipes, etc.).

On to the specific removal reasons...


One of the things that I really disliked about your hack was the poor way in which you built your slopes throughout the game. Because your slopes aren't built based on the SMW standard, it makes it difficult for the player to predict where enemies will hit him, as well as how to jump without being cut off from a section. Please build your slopes and ledges so that they conform to the SMW standard.


Because of the INCORRECT way that you build your slopes, the player gets to enjoy a Flashing Koopa Shell in their face on the second screen of your game (unless they are a quick jumper).


There were several areas in this game where the massive amount of unnecessary sprites caused major slowdown. You really need to remove a lot of the unnecessary sprites.


There are a couple of places in your game where sprite tiles disappear to overuse of sprites or using the wrong sprite level settings. Please correct this by using the right level settings or installing the No Sprite Tile Limits Patch.


What would make the player ever guess that this orange pipe can be walked through? Please make these solid, so they don't lead to pointless deaths. Why are they discolored, anyway?


Why?


Boring.


Since you give away the game's major power-ups like candy in the very first level (Cape Feather, Blue Yoshi, etc.), it's very easy to just fly over this whole puzzle. Besides - a giant sideways u-shaped level isn't the most complex of puzzles. All the player has to do to beat this level is walk to one end, swim back to the beginning to grab a P-Switch, swim back to the far end, then walk back to the start.


Why let me bring Yoshi into this level if I have to leave him behind?


An edited OW would be nice, but isn't necessary. However, the player is "standing" on this water level tile, and beating that same level makes the end-world castle smashed, so the only way to enter it for the first time is hitting the L/R buttons. There is also an unrevealed path. Please fix all of that.


The player expects Piranha Plants to come out of the ends of pipes, not out of bushes or the middle of pipes.


What's with this Grinder? It just flies off-screen at the very beginning of the level.


Not a reason for removal, but I don't really get the whole "end the level with a Note Block clusterfuck" thing. It's not a reason for removal, but it's not especially aesthetically pleasing.

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.

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.

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.

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.


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

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: My Mario World - 108.4 KB - 31 downloads.
Length: 95 exits
Author: TomPhanto - Submitted by: TomPhanto
Description: This is actually my first official ROM Hack ever. It has no custom graphics or custom music, and relies solely on colorful level design.

Reasons

For some reason, the player does not appear on the OW map. I was only able to enter Iggy's Castle at the game start, and I am unable to move to any other tiles. Since I can only access this one level, I cannot play this game. Please fix this and resubmit. And please, always make sure to play through the last edit of your finished hack before submitting it.

This hack does not meet the following Hack Submission Guidelines:

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.


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

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: Mario's travels through a different part of a previously addressed land which hack players have known for a long time - 147.1 KB - 53 downloads.
Length: 5 levels
Author: mariofan1000 - Submitted by: mariofan1000
Description: A short, 5 level vanilla hack (asides from custom music) that references other hacks.

Reasons
Well, I do have to say that you are making some improvements over your previous submissions. However, some of the previous issues still remain, so there are several things that still need to be worked on before this will be acceptable.

Side-Note: I personally have no problem with your hack's name. However, you really need to make the IPS/zip file have short names, because it makes it difficult to unpack it if you aren't close to the main directory of the hard drive (due to file name length limits).


I'm pretty sure this jump is next to impossible if you haven't cleared the Yellow Switch Palace first. Since there is no way to leave the level without dying, this is a forced death.


Was there a reason the time limit in this level was so short? Some sort of notice would have been nice.


^ boring

^ repetitive
Without some of the more severe issues, this was fairly close to being acceptable. However, your level design stills seems to fall into the trap of being very repetitive or boring.


What's going on here exactly? It seems a little overly difficult (i.e. Kaizoish) for the first world feature climbing off-screen on the tippy-top of a pipe to have to jump onto enemies that are also perched on the tippy-tops of tiny pipes.


Why let me bring Yoshi into this level if I just have to abandon him?


I had a very difficult time making it through this level given the timer on the P-Balloon. I think it would be hard for any beginning player.


Not a reason for removal, but an edited OW would be nice.

As I said, this is better than previous submissions, but you still have a-ways to go.

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.

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.

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.

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.


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

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removals: "Super Mario World Expansion v 1.0" and "Super Pika Land Ultra (Version 1.1)"

You guys submitted updated versions. So the old ones are auto-binned!

HoleNet.info

Removed
Hack Name: Mario Got Bored Demo - 217.1 KB - 12 downloads.
Length: 8 levels
Author: Zarasuto - Submitted by: Zarasuto
Description: (Version 1.4)
Mario, bored of his mundane life of Go-Karts and parties, has set out on another adventure!
What might he encounter?
What new challenges await him!?
You'll have to play to find out!

V - 1.4 update.
Mainly a bug fix/ Minor graphical update
Hammer Bros now have redrawn graphics that match everthin' else.
Fixed "Ridge Run" so that a secondary entrance works properly.
As stated before "Seaside Shack" Not 104

Mods. Pleeeease delete the other version of this.

(To anyone that wants this continued. I swear I'll work on the next world. )

Reasons
This was a vast and welcome improvement over the last demo of this that I played. There are some very very minor issues to correct here and then this will be perfectly ready to be accepted to the site. In fact, if you want to PM me when you fix this and have it reuploaded, I will automatically approve it.

All in all, I had a lot of fun playing this. It's a really fun hack.


If you kill the enemies in this area, it is impossible (so far as I can tell) to get up to this ledge and continue your progress. The enemy hop method in this narrow space wasn't the easiest either. I would just toss in an Invisible Note Block or something, or put a Springboard somewhere so you can bring it here.


Not a reason for removal on its own, but it's always been a pet peeve of mine when Cannon Pipes shoot the player into an area where they will die if they don't "think fast" and move/jump/brake before the end of their trajectory.


This Shell Bro has a nasty skin palette, and I'm not sure why.


Don't forget that the player can rack up tons of 1-Ups if you put fences near Bullet Bill Blasters. A work-around for this could be to make new shooters that shoot enemies that can't be stomped.


Not reasons for removal on their own, but you still had a couple of bad FG/BG start settings left here that could be corrected. Basically, Mario is entering a level off-screen, which forces the screen to scroll up to him.


^ I just thought this was a really great touch to indicate where the Wooden Spikes were. Nice idea.

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.


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

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: The Secret In Mario's Pad - 34.4 KB - 11 downloads.
Length: 2 exits
Author: BloodyToothBrush - Submitted by: BloodyToothBrush
Description: This is the level that I submitted for the Vanilla Hack contest. It really didn't turn out nearly as well as I would have liked, but it's still pretty good so i decided I would upload it.

Story : One day while Mario was in "his pad" he noticed a peculiar gray pipe...Mario decided that it was time to investigate!

The Hack is one level with two exits

Reasons
First off, the fact that this is a one-level hack is enough to qualify it for rejection. However, it is a fairly long one-level hack. However #2, there are still a number of problems with it overall, on top of the fact that it is a contest entry that you are submitting to be included with the regular hacks.


Right off the bat the player is able to walk too far to the right in the entry screen, which creates cutoffness.


A "think fast" level opening in the first level isn't anyone's idea of fun.


Not a reason for removal, but this is not the prettiest of BG/pipe palettes.


Incorrect FG/BG start settings.


Logic would tell me that the dark FG-recycled blocks were part of the BG. However, they are part of the FG. In hacks that use black outlines for FG objects and soft/no outlines for FG objects, things like this can be confusing.


Another bad pipe palette and cut-off ground.


In this level, you can obtain Lakitu's cloud, which allows you to not only get stuck in the ceiling area...


...but also allows me to access a secret world of glitchiness on the far right side of this level! When you finish a level, always be sure to eat all of your leftovers.


More bad pipe palettes.


Bad FG palette.


In this level, I didn't grab the key (since keys aren't always necessary). However, I find out at the very end that I needed the key. However, I can't backtrack to the beginning because I can't make this right-to-left jump. All this adds up to a forced death.

So, there are obviously a lot of problems with this. Your best bet is to see how well it does in the contest and leave it at that. For all intents and purposes, I don't really see the hack database as the place to store small one-level contest entries anyway.

Best of luck in the future!

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.

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.

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.


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

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: super randome world Demo - 4.8 KB - 11 downloads.
Length: 5 levels
Author: diante - Submitted by: diante
Description: this is the first world of my first hack it is edited not from scrach

Reasons

It's normally a pretty bad sign when there are obvious problems in the submitted screenshits for a game.

All the same, I suspended my disbelief to see if the rest of the game was playable. Was it better?

Nope!



Overall, this hack needs a lot of work before it will be up to SMWCentral's standard of quality. Please take the time to read over the Tips Of The Day. You should play through some of the site's Featured Hacks to get an idea of what you should be aiming for. Last but not least, replay some of the classic Super Mario games to get inspiration for good level design.

This hack does not meet the following Hack Submission Guidelines:

Originally posted by Hack Submission Guidelines
2a) Blatant level edits will not be accepted.
Use CTRL+DEL to remove old SMW levels. (104, C5, C7, and 3 are exempt from this.)

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.

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.

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.


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

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: Super Pika Land Ultra (Version 1.1 FIXED) Demo - 191 KB - 10 downloads.
Length: 6 levels
Author: Doownayr89 - Submitted by: Doownayr89
Description: I'm aware that I shouldn't be uploading 50 copies of this hack, but I forgot to remove the Debug Patch last time (as I frequently do) and decided to fix it now rather than wait for it to be rejected. So yeah.

Based on my Vanilla Level Contest entry, this is a 6-level hack that I made in my (bountiful) free time. Yes, you play as Pikachu.

Reasons
The level design here wasn't bad, but it was plagued by lots of little issues and a few big ones.


Not a reason for removal, but there's a Berry with a bad palette.


Walking up behind this Slice O' Watermelon Block makes me fall through the ground - I'm not sure if this is typical when it is placed against a slope.


A lot of the hack seemed to require having Yoshi to progress through the level normally. Most of the time, Yoshi should be an optional character - if you lose Yoshi, you're stuck with nothing to do but take a forced death.


Eventually, though, I had to flat out abandon Yoshi, but I never seemed to have enough time to be able to:
- hit the P-Switch
- dismount Yoshi
- climb the vine
- run across the ledge
- jump down to ride the Mega Mole

Eventually, I went into another level with an underwater area with Munchers, Urchins and Blurps, and I grabbed a P-Switch. When I came out, though, this is where I reappeared:


Apparently, I was trapped an endless area of Layer 3 Water and sky. Since I could not beat this level, and since I could not ever catch the Mega Mole, the hack effectively ended after three levels for me.

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.

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.

7a) Keep it fair, and keep the hack at a legitimate difficulty!
i.e. Avoid things like death after the goal, blind jumps, forced damage, excessive enemies, places where you can get permanently stuck, excessive 3-UP moons, etc.

7b) The player should be able to identify everything's behavior before touching it.
The player should not have to do something illogical, like jump in lava, to complete a puzzle. If something acts "unusual", inform the player ahead of time.



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

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: Beef Demo - 34.3 KB - 21 downloads.
Length: 3 levels
Author: #123MW! - Submitted by: #123MW!
Description: This is just a short demo that I will be updating soon. I have already inserted custom music!

Reasons
Beef - I hope it's not what's for dinner.

Overall, this hack needs a lot of work before it will be up to SMWCentral's standard of quality. Please take the time to read over the Tips Of The Day. You should play through some of the site's Featured Hacks to get an idea of what you should be aiming for. Last but not least, replay some of the classic Super Mario games to get inspiration for good level design.

Note To Author: Resubmitting this hack in anything near its present form will result in disciplinary action.


Title Screen Of Death


Glitchy Message


unedited OW


crappy level design


rampant cutoffness


crappy palettes


boring level design


Yoshi suicide jump required


unedited levels

This hack does not meet the following Hack Submission Guidelines:

Originally posted by Hack Submission Guidelines
2a) Blatant level edits will not be accepted.
Use CTRL+DEL to remove old SMW levels. (104, C5, C7, and 3 are exempt from this.)

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.

5. The player should not be able to die in the title screen or intro!
The title screen can screw up if you get a star, P-Switch, enter a door/pipe, or die. Don't do it.

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.

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.


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

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: The Super World of Mario Demo - 194.9 KB - 36 downloads.
Length: 17 levels
Author: bjornx2 - Submitted by: bjornx2
Description: The Super world of Mario is my hack. This is just a demo, so I'll have the final posted later. Enjoy! Version 0.4.

Reasons
I would say that you're not off to a bad start at all. I think you just need a bit more practice with some things. This isn't a terrible hack, but there are several issues that will keep it from being accepted to SMWCentral.


One of the bigger problems with this hack, I feel, is the use of bright, eye-searing palettes. I think your palettes could be toned down a lot to improve the look of the game.


Another major issue is that there are some unedited or barely-edited levels that are left over from SMW. Please edit all of your levels until there is no trace of SMW's original level design left.


A lot of areas in the game featured kind of repetitive stepping-stone ledges like the ones above - I would just try to vary things more in your level design. Overall, your level design was good, but sometimes you would fall into patterns.


This Ghost House exit was pretty glitchy. It looks like you had a staircase of Note Blocks (kind of ugly) on a Layer 2 that scrolled differently than Layer 1. This probably just needs to be redone from scratch.


Cutoff sprites - you are using the wrong Sprite Level Memory Setting, or you need to install the No Sprite Tile Limits Patch.


Please turn on Vertical Scrolling here.


This was a pretty easy 3-Up Moon to collect. Also, the "3-Up!" text has a bad palette.


Your paths don't reveal properly. I received this result after beating the Ghost House with a key. Also, not a reason for removal, but an edited OW would be nice.


These slopes go behind the pillars, but Mario slides in front of the pillars and then falls. It's just not all that logical.


The birds at Yoshi's House don't work correctly with Free Vertical Scrolling. Your Berries also have square outlines because they're not QUITE the same color as the tree.


These Blue Beach Koopas slide right through the ground here. Give them some space to slow down at the end of their slide. Combining slopes like this (where the diagonal runs straight into the ground) is also normally discouraged here.


Stacked Munchers aren't much fun.


Not a reason for removal, but there is some cutoffness going on with the ground here.

This hack does not meet the following Hack Submission Guidelines:

Originally posted by Hack Submission Guidelines
2a) Blatant level edits will not be accepted.
Use CTRL+DEL to remove old SMW levels. (104, C5, C7, and 3 are exempt from this.)

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.


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

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: Purple Mario at the Red Cliffs- Glitch Free Version - 28.1 KB - 37 downloads.
Length: 1 exit
Author: Triple Q - Submitted by: Triple Q
Description: ario, Luigi and Peach have gone to the Red Cliffs for a picnic, but Peach disappeared while Mario and Luigi were getting the picnic blanket and basket! This level has a lot of surprises, with a mysterious boss at the end.

This hack is 100% Vanilla and is an entry for the 3rd Annual Vanilla Level Design Challenge! If you want to see the level, play it for yourself! Have fun! :)

This is the glitch-free version, which fixes the invisible vine part AND the hack that should be used for judging if you can't abuse easy-to-do glitches.

Reasons

It's pretty bad when I can't figure out how to get past the first screen of a hack.

Now, I tend to give up easily on puzzles, but I tried several things and, aside from some Kaizo-ish tricks, I don't see how to progress further. Maybe I am just blind.

The palettes here aren't the prettiest, either.

In any event, this was one of the entries for the Level Design Contest. The hack database is not the place for these short one-level hacks, even if they are perfect.

Please do not resubmit, but best of luck in the contest.

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.

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.

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.


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

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

Hack Name: What the hell? - 268.6 KB - 19 downloads.
Length: 15 levels
Author: raocow - Submitted by: Kevinskie555
Description:
What the Hell? is the hack I'm making and... well, yeah. It's a short hack, going to be around 15 stages or so, I think that's a good length of a single-person neophyte hack. Basically I go and try different things - the sample above is a chunk of stage 2, where I try to make 'tides matter'. I'm aware of several problems, including the score when you bunk enemies or get coins which is pretty wacky - I'm mostly concentrating on making stages that 'work' for now.

That orange pipe at the beginning is a debug pipe to quickly go to another segment I'm working on!
-----------------------------------------------------
Reason:
This is not your hack! I'm pretty sure raocow has given no one permission to upload this. Also it would've been removed because this hack is hard. DON'T SUBMIT SOMEONES ELSES WORK WITHOUT PERMISSION!
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