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The Hack Removal Log
Forum Index - Valley of Bowser - Moderation Questions - Hacks - The Hack Removal Log
Pages: « 1 227 28 29 30 3147 48 » Thread Closed
Removed
Hack Name: Alternate Mario World Graphics Hack v1.3 - 137.3 KB - 10 downloads.
Length: 96 exits
Author: Lemmy - Submitted by: Lemmy
Description: This was downloaded at smwcentral.net
If you downloaded this file from somewhere else,
please let us know.

Submited and fixed by: Lemmy
Author: ibz50g

Fix: Gas bubble palletes.

- You do not have to give credit. Just do not
claim it for your own -

Have fun.

Notes: There are some unfixable errors such: Castle ending palletes, castle ending text palletes, worse is that I can't change the palletes for the ending letters. I also couldn't find a way to fix an issue with water corner tiles in level 118. If someone gets a solution for it, please reply.
Admins/mods. I'm publishing this to people so if they find bugs they might report to me. Thanks.
Hack mods, please don't remove the hack for those issues I mentioned. Thanks again.

Reasons
This hack is already in our database and the author of the hack, ibz10g, is still an active member. It's really up to him whether or not additional updates are made to his hack.

As I recall, Axem Green had contacted him and consulted with him regarding the previous update. However, nothing in your file description above indicates you had such permission.

Along with that, let's take a look at the "problem" that you have "fixed"...


While the Gas Bubble here might not be completely green, it looks perfectly fine and acceptable for (if not better than) the original Gas Bubble from SMW.

Along with that, this is such an easy thing to fix for anyone interested in doing so that it doesn't really warrant an update.

Long story short - please refrain from "updating" hacks that aren't yours.

These hacks doThis hack does not meet the following Hack Submission Guidelines:

Originally posted by Lemmy
You said THESE while that was only 1 hack. Go get an english teacher.


Originally posted by Hack Submission Guidelines
2b) Do not steal content.
Any hack containing content that was used or copied without permission (i.e. stolen) will be removed. Additionally, unless you have the explicit permission of a hack's author, you may not upload a hack that was created by another person. The only exception to this rule are any hacks that were lost in the 2008 hack database wipe.


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

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

Hack Name: Super 'What the Hell' World - 104.7 KB - 1 download.
Length: 96 levels
Author: UntitledUser - Submitted by: UntitledUser
Description: The Super Mario World with graphics from raocow's game "What the Hell"
--------------------------------------------------
Reason:
These are raocow's graphics and nowhere does it say you can use his graphics. DO NOT STEAL PEOPLES THINGS WITHOUT PERMISSION.
NAME: Super Luigi world (Demo)
AUTHOR: MariomasterDT
DESCRIPTION: This is my first SMW central submitted hack. This hack stars luigi. None of the EXGFX or Custom
sprites are mine, I give full credit to everybody and i don't take any credit!!!!


DENIED!
Also, I have not seen you giving credits anywhere. Maybe the fact that that pipe on the Overworld didn't lead anywhere explains this... Make sure to list the credits somewhere!


Anyways, let's start off with one weird, but severe removal reason. Sometimes, when I died, the music stopped playing everywhere. But sometimes, though, the screen turned black and I had to reset. I have no clue what's causing this, but you have to fix that by all means. I have tried in on different emulators, too. I am guessing that custom music causes this somehow, but I'll better shut my mouth, because I really don't know.

On another note: I realized that a custom music song sometimes did not end regularly, but got like "cutoff" and suddenly started from the beginning. No clue why, though.
Okay let's go on with several minor things which are actually no removal reason, but should be fixed in your next demo as well.


First things first, you better use nicer palettes for the font here.


You might want to get a beta tester who is fluent in English, so your hack doesn't present language mistakes.


The music in this area was not fitting at all. Also, very minor, but the small orange pixel of the message block (blue coin) bothers me and probably many others who would play this hack.


Don't use the lowest row in Lunar Magic. The player cannot see it ingame.


The background is not assembled right.


Fix the status bar palette as well as the message's palette.


These sprites have bad palettes, too...


... and so does this pipe.


Where's Luigi? Did you know that there's a bonus room up there? The player can't see anything up there, so you've got to enable "Vertical Scroll at will". Also, why did I have to start the regular room from the beginning after the bonus room? You could easily have made Luigi exit from a pipe within several screens in the level.


If you ask yourself what's wrong here, I tell you that nothing is wrong here. I just made a screenshot out of boredom and to have more screenshots as a result. Just kidding. It seems you were lazy here. Several screens of this level is nothing but jumping over 3 "beenies" which is very tedious level design.


The water palette seems a bit off here. The corners are a bit cutoff as well.


The jump is a bit unfair here, as you have to jump between the two platforms while ducking, then go on jumping through the niche while ducking and get to the moving platform in time. At least make the niche two tiles high, that'd make thing easier and more fair.


Many people say this is cutoff, so extend the black line of the ledge to the bottom.


These bullets make no sound. Either use a generator or make them shoot from bullet machines.


This foreground palette is awful. Furthermore, many people don't like the red stem of the piranha plant, so I advise you to make it green.


The key is swiftly moving back and forth here, making it seem glithy. I suggest placing the key somewhere after the barrels.


Wrong corner tile palette.


I think the Switch Palace (maybe the secret exit before, I don't know) activates an event which hasn't been completely wiped by you beforehand.


The palette of this question block is off.


I have no clue where Luigi is at the moment, but those grey koopas hurt Luigi when he jumps on them. The player wouldn't think so, so you better advise the player that he may not jump on them.


You must place a reset door/pipe here in case the player jumps into this hole and is trapped.


Bad lava palette.


Cutoff on both ends of the swamp.


You got lazy again in the level before the second fortress and the fortress itself. Please finish designing your levels before ever submitting a hack.


The last thing a player wants to see when he dies are cement blocks with an awkward palette...


And this is the pipe I was talking about. It leads to the same pipe again, so the demo stops here.




This hack may have its small and big errors but is not far from being accepted actually. Make sure you definitely fix the big errors (emulator freezes after death etc.), but we'd like to see you fix the small things as well. This will only make your hack a lot better.
Also, stop being lazy on level design. Bad level design is a major flaw in one's hack, so you're better off avoiding that. Try to get more advanced in implementing ExGFX and maybe in Overworld design.
Watch out for nice palettes as well!
Those are the points you should consider and your hack will become accepted in the first place and later on higher rated.


--------------------
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.

Mario vs The Big Boo - 180.3 KB - 169 downloads.
Length: 12 exits
Author: super pokemon world - Submitted by: super pokemon world
Description: *stuff*


Your levels had some errors, and your overworld needs some work, but it was pretty decent.
Also, sorry for taking a week to moderate this. IRL stuff.


Purple = Perspective Error
Red = Cutoff
Also, the whole overworld is really, really empty. Maybe disable being able to look around the overworld by pressing start, or just makle a whole overworld before submitting.


Should read:
That green water is acid. Do not touch it unless you want to die.


This happens in pretty much every single level. Let Mario finish his goal walk.


Bad event.


Purple = Perspective Error
Red = Cutoff
This is really blocky too. Try to make your islands not sqaure.


You need to be extremely lucky to find this. Try to give SOME indication that this is here.


This event is long, unnecessary, and plain ugly.


Should have a period after 'done' and 'blocks'.
Same at the Yellow Switch.


Maybe make these podobos go higher, as they aren't much of a threat now.


Find a different way to block the thwomp, this gives the player WAY to many feathers and makes the rest of the game easy.


This guy could use some shading. Other than that, it was a pretty clever idea.


Too many feathers again.


This level was pretty empty. Add some coins and blocks and more enemies. Anything, really.


I see you're going for a mossy palette, which looks decent.


But this box doesn't look decent at all.


Iceberg*
Oh, and this looks kind of weird, since I'm swimming IN the iceberg.


Apply the piranha plant fix patch. NEVER use red-stem pirhanas. It can mess up the save game.


This would look better if the ground was attached.


Same here.


Maybe make this a door, because if I enter this pipe with a shell... Mario is in a weird pose. This is a super-minor thing, though.


'Twould be nice if there was a end-of-demo level.

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

/MKICK 4: Flantastic Puns
Hack Name: Super Rtyuio World: Part 1
Author: rtyuio54321
Description: This is my first hack ever, and I really put a lot of work into it. I hope people enjoy playing it.

Update: I fixed most of the problems i missed, including:
►Starting in World 4 (Puzzle Peninsula is World 4)
►Forgeting to name levels (Switch Palaces)
►Glitchy pathing(not just with the castle)

Also, I improved the following:
►Less boring gameplay
►More original castles
►Added custom blocks
►Custom Music (Personal Favorite!)

If anyone wants me to make Part 2, then this one better be appreciated.


-----Remueval Reasons :o-----------------

There you go Mue

I am rejecting your hack again. Though I was more amazed by this one, there were still some errors that I can't just let go of.

Let's start with the title screen:



Look at the "Dedicated to SS0HPKC"... (Also, still looks weird with Yoshi eating an invisible berry)



... It gets cut-off by the title screen menu. Move it elsewhere in the title screen, or simply remove it.



In the first level, if I go up to the top, then I see that red-stemmed prianha plant in mid-air. I see no use for it other than lulz, so remove it. Also, the cut-off cloud should be fixed, and the background palette adjusted, because it doesn't look too nice :(



That 1-up mushroom that spawned just flies up and away. I'm assuming you set sprite buoyancy or something, I'm not sure. Also, the P-switch music is too short. It only lasts for about 4 seconds, with the rest of the time being comprised of no music. It would be nice if yo could use a longer song/sound effect :) And more cut-off clouds.



When I beat the level, some paths appear down at the bottom right there, but never show up. I believe you were revealing events outside of the submap, not sure. Try using silent events for this.
Also, let me criticize the submap. It looks alot like SMW's in terms of level order (normal level, normal level, water level, castle, and, going left, normal level, switch palace) Also, there's alot of cutoff when diagonal parts meet.



The formations are blue, but the sides of the pillars are green. I think you forgot to change the palette on it or something.



I am standing on air... I think you set the tile to act like 100 rather than 25.




For both of these, when I go down in pipe, I go behind the formations. Not really a big deal, but it would be nice if you could fix it.



I know it's just me, but it's weird how the shading is off on the pipe (the light hits the left of the pipe end, but the right of the piping)



The "A" has a bad palette.



This part looked alot like the end of Yoshi's Island 4... suspicious.



You did not edit this message at all. I'm sure there are other messages that I didn't catch that you haven't changed either...



Also, this happens when I beat the level. Use the Fade Fix patch, or don't have any color animations.



This note block bounce sprite is using glitched graphics. Either remove the note block or use ExGFX to fix the problem.



Ladida's pickiness is back, and it doesn't really like the palette on this thing (it goes from dark gray straight to white, then darkens, then abruptly changes to black.)



The block isn't letting me run up the escalator. Use the escalator end block, or at least use Map16 to make the cement block behave like the escalator end.



This part reminds me ALOT like SMW's Donut Secret 1 (or whatever it was called, I forget SMW's level names)



When I hold an item, and swim, I see a bit of Mario's hand on the third frame or so. Fix this somehow.



A bit of a style clash with the Boos (the SMW boo transforming into a block and the SMB3 boo)
Also, the ghost house music is comprised of a simple, small tune at the beginning with the whole rest of the song being nothing (no music)






These look REALLY similar to SMW's Donut Secret House or whatever. Please, press ctrl+del and let your creativity juice spill all over your keyboard. Or try not to copy SMW's level design, come up with your own. (also, for the 3rd screenshot, I'm pretty sure your hack's area isn't called Dinosaur Land)



I am unable to enter the Star World. Maybe you just didn't finish it or something, I dunno. At least don't give access to it.



It was basically a few more screens of this. Add variety to your levels, you'll never find terrain as flat as this in real life :P



Another boring part. Imagine what I have in the screenshot times 7



More boring terrain (the part before this). Even adding some sort of decoration will liven it up.



The Layer 3 rocks have an odd palette.



You either have the Sprite Memory setting wrong or you have too many enemies, because one of the parts of this spinning platform is missing.



This seems like another blatant edit, of Morton's Castle (NOT ROY! *shot*)



SMW glitches ftw. Magikoopa is at the top, but his hand appears down here. Try to avoid having vertical scroll in a level with Magikoopa.



This exit looked alot like one of SMW's exit levels (the one in the first level with the dolphins, I believe)



I was able to collect this blue coin that turned into a solid block when I hit the P-switch. Try avoid having blue coins and P-switches in the same level.



we're*



Another blatant edit, this time of that one bonus room.



The Fuzzies are not following the circle, but are just at the corner. Fix their position.



HMM NOT ANOTHER BLATANT EDIT. THERE'S EVEN A SECRET IF I FLY ALL THE WAY TO THE RIGHT. I BLAMUE



Avoid placing blocks on the lowest row in Lunar Magic, as they won't show up ingame.



I find it odd that Mario can walk in mid-air. I know it's because of the 'wrong' blocks you have, but you can try and make the top part of them pass-throughable and the bottoms solid.



Something lulzy I found: the fire flower appears behind the bricks.



Cutoff where the ledge ends. Add a ledge-ender.



When I get the normal exit, it reveals the secret path, but I go the normal way...



But when I get the secret exit, it reveals the normal path, but I go the secret way... you must have gotten confused.



Also, when I beat the secret level, that road and the Yellow Switch palace appear...



When I enter the pipe and get out, my position is messed up, and I cannot move. Fix this.



Also, when I beat another level, the Yellow Switch palace along with the road disappear... very strange.



If I go to the skinny pipe, I become small, and there is no way for me to beat the level unless I restart, by killing myself. Add a reset pipe incase someone is dumb enough to do this does this.



Same as before, if I beat the secret exit in this level, the normal path appears, but I go the secret way...



Also, in the pipe maze, if I jump up where I'm standing...



This glitch happens. I have no idea how you can go about fixing this, so you're on your own... :(



When I hit the On/Off block, this bounce sprite appears. Since it is using a null tile, you can safely replace it with the correct graphics.



Big empty screen of nothingness. Add some pits or something.



Strange that I can pass through here... maybe put the green pipe in front of the silver ones.


And that's that. Try not to have many levels that copy SMW's levels, and fix the other errors I pointed out. After that, it should pass smoothly through the moderating machine. Good luck :> and hai Mue :>
Hack Removed

Hack Name: Super Fail World Demo 1 - 183.7 KB - 27 downloads.
Length: 11 levels
Author: Dubefest - Submitted by: dubefest
Description: This is a nice fun but not too hard Vanilla with a Chocolatey top hack.

Includes:

Custom Music
ExGFX
Redrawn Graphics

Thanks to SuperWiiMan for some of the ExGFX and Iceguy too!
------------------------------------
My Short Review
The hack was pretty good, though there were a lot of minor errors that got this removed.
-----------------------------


Wrong initial settings.


Some overworld errors here.
Blue=Wrong tile.
Red=Cut-off
Pink=Perspective error

Midnight Stroll
------------------

When I get the midway point and die the midway is cut-off. Did you insert it through the "Extended Objects" menu because your supposed to so this won't happen?


The Yoshi coin is in the sub-boundary line, I can get a lot of 1-Ups here easily. Move the Yoshi coin up 1 or down 1

tile. Also to see where the sub-boundary line is press F2, it's the horizontal line. (Left and right line)

F Island 3
-------------------

Wrong sprite header.


Blindjump. Put coins to lead the way.


Your missing the corners on these slopes because I can fall throught them.

Fail Caverns
---------------------

Again with the midway point. Come to think of it, this happened in every level with a midpoint.


Blindjump.


What's the point in going left? All that's there is a springboard which I assume is used for the 2nd screen, though I can just jump over using the blocks. Unless that's you did that because of the level name.

Link to the past
------------------------

Some areas were pretty empty and boring.


I pretty much broke this level by going under it. Try to block the bottom off.


The Yoshi coin makes the net cut-off. Either place it somewhere else or surrond it with some net tiles.

Race to Reznor
------------------------

It seems weird to have the koopa walk in air.


Blindjump. Also this level seemed kinda dull and empty.

Reznor's Fortress
------------------------

Move this guy somewhere else because he's circling around nothing.


Blindjump.


Wrong sprite header.


Again with the Yoshi coin on the net thing.


I can swim under the lava and I can stand on top of the lava? Fix this.


Wrong initial settings here.


Phew no blindjump...But I land in a pit of spikes! Take these out.
-----------------------------------
Conclusion:
The hack was pretty fun, all the errors are easy to fix and shouldn't take long to fix. Fix these, resubmit and this will

surely get accpeted.
Hack Moderation
---------------/

Hack Name: Super Dedel World - 407.9 KB - 87 downloads.
Length: 32 levels
Author: eZehicheL - Submitted by: eZehicheL
Description: This Hack is about Mr. Deppel Man who tries to capture the "Island of Hope". Marios Job

is to stop his activity and defeat him. But there is something Mario does bot know, but what is it?

Find out!
______________________________

Fifty Coins
-----------/

*Choose (Chose)
The "50" text seems a bit strange. May want to fix that. Also, why is the level snowy when the overworld is not?

Putting coins in the dirt like this causes some "cut-off". You can either make custom ExGFX to fit in the coins, use layer 2, or just not put them in at all.

Putting the ground/floor behind the dirt looks strange; if the land continues behind the land structure, then Mario should continue along with it.

This stretch of land was flat and boring; where are your enemies? The only lethal things here are pits, munchers, and the timer.

If the P-Switch timer runs out and you did not fully collect the coins, you can be stuck here and have to pull a forced death.

Shaking Jungle
--------------/

Your message has bad grammar and strange punctuation. Try: "Why is this jungle shaking? There's only one reason... Mr. Deppel Man."

..Okay, seriously; throughout the level, there's this annoying sound effect (Baby Yoshi's egg hatching) playing. What's causing it? Also, the custom music had repeated only halfway through.

Snow Time
---------/

Since the BG and FG share the same graphics, the BG can be misinterpreted as land. Please make the BG and FG have different graphics.

I forgot to mention previously; please apply the Fade Fix Patch to disable this from staying in the goal fade-out.

Mario is a Ghost
----------------/

When you hit the Goal Tape with any layer 3 on, it disappears magically.

Deep Forest
-----------/

...What is with the bad ground palette? Green and Red do not look good together like this.

Would be nice if the 5 would blend with the text.

Cement blocks can cause "cut-off", like in this picture.

..Flunchers are an insta-removal reason. Either attach them to ground, find another method, or get rid of them entirely. Also, if the P-Switch runs out, I'm stuck here. Also, where are the enemies? This entire level is devoid of them.



Black Castle
------------/

The layer 3 brick palettes are really bright, compared to the dark palette of the level.

If you run out of bricks and leave one sprite alive, you are stuck here and forced to wait out the timer.

There's really no need to capitalize "Guards" and "Challenge".

The Docks
---------/

For some reason, I can't walk through this wall even though it looks like I should be able to.

No corner tile under the steep slope facing right.

..This is why you should never attach steep slopes to edges.

I can magically kill a lakitu BEHIND the fence.

The slowdown in here is caused by having too many sprites on screen at once; remove a couple of lakitus. Also, I'm not really sure if it's fair that a falling spiny may fall right on me.

If I accidentally use the P-Switch or wait out the timer, I can get stuck here.

I'm pretty sure that the munchers above can be considered flunchers. It also doesn't help how this repetitive area is spammed by lakitu, and flying fish.

I can wait on this fence and generate as many 1-ups as I want until the timer runs out.

You've got a "cut-off" end.

Pipe Train
----------/

Please change the ground palette to a custom one, instead of using the original.

The rope is "cut-off".

Not only do the vertical pipes have bad palettes, but they are also "cut-off".

Long flat section with only rope and repetitive Chucks.

Sand Fortress
-------------/

Blind jump into a Thwomp is not cool.

What's worse than no variety in enemies and repetitive Thwomp-dodging? Glitched goal spheres, which are also an instant removal reason.

Grass Land
----------/

Change the bold 50 to a normal 50.

Please do not use the bottom row in Lunar Magic to place land; the player cannot see that row.

If I use both switches at the wrong time or don't fulfill my objective in time, I can get stuck here and be forced to wait out the timer.

The Cave
--------/
This level is honestly piss easy compared to the other levels.

Please let Mario finish his goal walk.

Chomps Castle
-------------/

Deadly spikes are not deadly?

Please refrain from using glitched graphics.
_____________________________

I decided to stop here, because not only have I been getting annoyed at this hack, I believe I've found enough reasons to punch a hole through this submission. Your levels are repetitive, you have close to no enemy variety in each level, you use glitched graphics, you use flunchers, and there are many other problems too. Lots of work need to be done before we can reconsider accepting your hack.
Hack Name: Super Mario World Clean Rom
Length: Unknown
Author: Kuzimo - Submitted by: Kuzimo
Description: If You Want A Clean Rom Use This IPS Patch.



Reasons

>_<

First of all, what exactly are you trying to submit here? Giving away ROMs is illegal, so don't upload those or you'll earn a temporary ban.

Secondly, you didn't tell us what file you need to apply the patch on. Patching it to an empty TXT file didn't do anything. I'm guessing that you need to have a ROM beforehand to use this patch, so I'm not going to ban you for that.

Thirdly, I tried to patch this to a clean ROM anyway, and it turned into what looked like a hack you made (which doesn't look too great either, to be honest). That's not a clean ROM at all.



Eh, I don't really know what to think of this. Just do NOT submit any patches that turn things into ROMs anymore.


Removed
Hack Name: LETS GOTO SUPER MARIO WORLD (DEMO) Demo - 136.7 KB - 8 downloads.
Length: 5 levels
Author: victor Q - Submitted by: [email protected]
Description: 1 more new lvl iggys is not edited 3up moon updated

Reasons
A lot of the problems that were present the first time that I moderated this hack are still here.

As I said before, this hack needs a lot of work before it will be acceptable by SMWCentral's standards. You did listen to most of my suggestions before, but you really should not submit this again until some major changes are made. It seems like you changed some things, and then just made the same sorts of "mistakes" over again.

You're obviously just learning how to hack SMW. No one should submit their very first hack to the site. This just isn't anywhere near ready. You need several weeks/months more of practice before you'll produce something meeting our site's standards. There's nothing wrong with that - it's how everyone starts out.

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.

I wish you the best of luck in the future.


Unedited or barely edited levels. If you are going to level unedited levels in the game, make them inaccessible.





Boring, repetitive, empty level design...



Warning someone about slowdown doesn't make it better...



The Yellow Switch Palace shouldn't be required to beat a level unless that level is a) optional or b) has side exits enabled.


Lots of glitchy graphics and cutoffness.


Cutoff Koopa Head due to layer-prioritized bushes.


Not a reason for removal, but hiding Piranha Plants inside Bushes has always been a pet peeve of mine.


This 3-Up Moon is still very easy to get. (The player can hop across the blocks on the top of the screen.) It would be better just to remove it all together. There's no purpose for it in the second screen of your game.


Slanted Pipe O' Death - add some blocks to prevent Mario from being able to walk under this.


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

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.

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: Cursed Mario World - 449.1 KB - 47 downloads.
Length: 30 levels
Author: Fatguy703 - Submitted by: Fatguy703
Description: I've been working on this for a long time and now it's finaly complete...

This hack is a Mario adventure, but you quickly find out something is wrong with the land he knew and loved!
You could say it's a depressing storyline but it still keeps a goofy tone.

Reasons
Well, I didn't get very far in this, but judging by your screenshots, I can tell you put a lot of work into this. Some of your ideas are really cool and unique, but other ideas still need a bit of work before they are ready.

For instance, one thing I hated was the "reverse controls" water. If the player touches a wall in the water, it messes up the control reversal because the player's controls are simultaneously behaving messed up AND normal at the same time. The only option is to swim straight up to the surface and leap out of the water to get "unstuck" from the wall. I would rethink that whole gimmick.

After a certain point, I just stopped playing out of frustration because I was stuck. There's nothing wrong with having a difficult hack, but when the difficulty makes playing the hack tedious, it drains all the fun out of it.

My best piece of advice would be for you to get a team of beta testers to play through this and give you suggestions for what to improve. There is a thread in SMW Hack Discussion where people love to help playtest new hacks. Getting feedback from several people would definitely give you some insights in to how to make this hack the best it can be. In the meantime,




A lot of your blocks in this level seemed to have glitched sprite bounce effects, or would change into a different block after being struck, or would behave illogically (like walking into the door of a castle and then emeging from its side).


Your backgrounds should always use different graphics than your foregrounds.


Speaking of this level, having a Fishin' Boo be the first enemy, and having him start at Mario's start height, is really pretty much a "quick think" start (e.g. the player will die unless they move immediately, and to a safe spot). I would move this guy up to make things more fair, or remove him entirely. The safest way to avoid these guys is to spin jump on their heads, and that's what I had to do for most of the level. If the player doesn't enter the house, they are stuck with this thing following them through the whole level.
:P




Hmmm - it's not really fair to have the player's first encounter with a new type of block result in an inescapable death.


Finding the correct exit door in this level was hard enough without having to guide a Boo Block below it while ALSO juggling about four other Boos.


Bad FG/BG start settings.


Having this mist be transparent (or removed completely) would be a lot more fun. Also, it seemed kind of strange just throwing Baby Yoshis to kill the Big Boo.


The palettes for all of the SP1/GFX00 sprites in this level were really messed up. You might want to work a bit harder on your palettes here.


This part was super-hard and subject to slowdown from all of the Chargin' Chucks.


Kind of repetitive.


It's hard to avoid an Amazing Flyin' Hammer Bro while running across Falling Platforms. Also, it throws glitched Hammers/Pokey Heads.


It would have been nice to have known about these Happy Blocks earlier in this level, so I wouldn't get all the way to the end and then have to backtrack through difficulties.


Sort of illogical for a stream/pool to float above a ledge.


There were a couple of different ways to get stuck here forever. Fireballing the shell and setting it to destroying the walls here were just two. Make the pipe easier to access without needing the Shell to throw at a Turn Block to retrieve a P-Switch.


Not a reason for removal, but those Stacked Munchers by that pipe could be considered glitched graphics. (Imagine a tree on top of another tree...)

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: Fun Run - 17.1 KB - 2 downloads.
Length: Unknown
Author: Biestrik[R] - Submitted by: Biestrik[R]
Description: This is my Fun Run Hack

Reasons


Nope!

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: Super Music World - 251.7 KB - 82 downloads.
Length: 41 levels
Author: man578 - Submitted by: man578
Description: The Rom hack that I have been working on. Each level has its own unique theme, except for the ghost houses and Cliff side Mayhem, which use a recurring theme. Even the die tone, star theme, and P-Switch themes have been changed. Enjoy!
This is the ips patch, not the rom.

My Short Review:
This hack was pretty fun, pretty linear level design and nice music though there are a lot errors to fix.
--------------------------------------------------
Reasons:

Uh who's VideoMaker580?


In the intro screen, if I go forward or back I die. Don't make the player die in the intro.

Here We Go!!!
-------------

Blatant level 105 edit. Press Ctrl+Del to start off instead of editing already made SMW levels.


Floating munchers near the pipe. ;_;


3-Up moons should be rare and hard to get.


Wrong corner tiles.

Yellow Switch Palace
-------------

Cut-off.


Don't use coin blocks in switch palace's as they act like the bonus game blocks.

Crystal cave
-------------

This pipe is in between 2 screens, move it over left or right one tile so this doesen't happen.


Wrong corner tile.


When I hit the blue P-switch it makes floating munchers. Make them upsidedown. Also if I collect all the coins then press the blue P-switch there's nothing I can do to pass here because there's no reset pipe/door. Add a reset pipe/door.


Switch the blue coins with brown blocks.


Wrong corner tile.

Yellow Blocks?
---------------

This part was unchanged. No blatant level edits allowed.


*not. At least you put a warning up but if I haven't activated the Yellow Switch I have to kill myself because you didn't add a side exit.


I can hit all the switch blocks which make major slowdown.


Floating munchers are bad. >=(


Blindjump. Put coins to lead the way.


The switch blocks makes the pipes cut-off.



Oh no I wasted my shell here when it's supposed to be used here. X( This is not good since people might hit this 1st instead of the 2nd one. So this means add a reset door/pipe.


Pretty big blindjump here.


The cement blocks made the pipe cut-off.


Don't use the bottom row of Lunar Magic as things won't appear in-game. Also it's hard to get the P-switch if I'm big.


If I forget to bring the P-switch with me I'm stuck here. The springboard won't even help.

Fishy Lake
-------------

Like I said don't use the bottom row of LM.


Wrong corner tile. Even in the actual next room there's cut-off in the other corners.


If I steal Lakitu's cloud and I go to the right, there is a floating ledge that has cut-off. Also what's the point in it because if I go right this is all I see, nothing else.


Same as above a bit except if I go to the left there's nothing there, it's just empty?

Iggy's Castle
------------

A bit blatant 101 edit. Also this 1st room was boring, it was repitive which was annoying. Change it up a bit.


Sprite limitations. Take some thwomps out since they're useless.


Slowdown. Take out some of the koopa's here and/or below me.


Why did you put a whistling chuck here? He does nothing other than wake up fish, and because of that I can't advance on because he won't break the bricks.
--------------------------------------------
Conclusion:
The hack was okay considering the fact this mostly about music. I have no idea if your Videomaker580 but if your aren't you are not allowed to submit someone's work without permission. So if you are, fix these errors. If there are similar errors in the later levels, fix this these too. If your not Videomaker580, don't not sumbit this again unless you got permission.
Hack Removed:

Hack Name: !!!: The Evil Maze Demo Demo - 143.2 KB - 29 downloads.
Length: 5 levels
Author: limepie20 - Submitted by: limepie20
Description: A demo of my evil maze hack.
It has maze/puzzles.

My Short Review
It's okay, but you really need to test your levels out.
----------------------------------------
Reasons:

*that you.

Castle Maze
---------------

Mario enters the pipe a little higher, move the up a bit or change the settings.


This vine is useless because I can get to this reset door easily. Also if I get to this area I'm stuck because there's no way out. Fix this. Also I couldn't even beat this level.

Pointless? Maze

Seriously this cave was pointless I guess because I couldn't even beat it.


Those bones are making the ground cut-off. Take them out. Also what's with this random tile in front of me?


I can get inside this slope. Make it so the player can't get in.


Blindjump that leads to a unexpected muncher.


Random invisible tiles. Take them out. I couldn't beat the 3rd room which means I couldn't beat this level too.


Kind of a waste of a level, I enter this door and fight Wendy+Lemmy. Make the level longer.
-------------------------------------
Conclusion:
This hack needs some work, somehow I think you made more levels that were impossible to beat just so this wouldn't get removed. Either way get beta testers to play your hack so you can guarantee acception.
Hack Removed:

Hack Name: Luigi in :Where is Mario Demo - 423.5 KB - 28 downloads.
Length: 7 levels
Author: Black knight - Submitted by: Black knight
Description: A custom hack thats have
Custom ExGFX
Custom sprites
Custom music
And more...

My Short Review
I think you accidently put Luigi in Iggy's castle instead of Yoshi's house because I only played 1 level instead of 7. Either way I liked the level, it was nice. Also there's some other things you should know...
-------------------------------------------------------
Reasons:

It seems that you used Pac's graphics without crediting him. Please give him credit as he ripped the graphics.


Why does it say Flopping_Luigi in the bottom? Is it part of his hack or something?


Change "have" to "has"
----------------------------------------------------------------
Conclusion
That's about it really, just fix Luigi's position really and the other thing listed. Hoping to moderate it next time! Also to take a proper screenshot press F1 in Zsnes then press Save Snapshot.
Hack Removed:

Hack Name: Bowser's Plan Part 1: Alternate Universe DEMO 2 Demo - 233.7 KB - 42 downloads.
Length: Unknown
Author: ShyGuyGuyShy - Submitted by: ShyGuyGuyShy
Description: Bowser hasn't kidnapped Peach this time. He's captured Mario! Not only that, but he has trapped him in an alternate world! Mario must escape before Bowser can take over the Mushroom World!

Since this is the second demo, the first one can be took down.
------------------------------------------------
My Short Review:
The hack was pretty fun to play. The SMB3 music patch was used which was a little annoying but meh.
------------------------------------------------------------
Reasons:

Why did you die in the title screen? It stopped playing the music.

Grassy Coast 2
---------------

Change the message, we don't need the old ones.


The bottom of the vines or cut-off. Why not make the munchers upsidedown?


Kinda hard to see but the OW events start to glitch up after Grassy Coast 2. To prevent this make sure you Uninstall Title Moves Recording ASM by going into the Overworld editor, "File" "Title Screen" "Uninstall Title Moves Recording ASM"

Grassy Coast Manor
----------------

Wrong initial settings here. Also I exit out of blocks instead of a pipe, make me exit out of a pipe instead of blocks.


The light purple on the blocks makes it look a bit bad.


Blindjump. Put coins to lead the way.


I exit out of the ground, make me exit out of a pipe.

The Toxic Sea
----------------

Wrong initial settings.


Toxic water huh? Looks like water. But it's not, at least change the palette so it looks like toxic. Also I can stand on it for some reason, make it act like a lava tile.


Why does this bullet bill cannon look weird?


Not a removal reason but you added an extra Yoshi coin. Take one out.

The Black Road
-----------------

Easy 3-Up moon. Make them harder and rarer to get.


The background matches with the foreground a bit, make the background a bit paler or darker.


Not a removal reason but I can make this jump without running full speed


Like I said about the light purple blocks, it looks kinda bad.

Iggy's Castle
-----------------

Not really a removal reason but how come when I touch the lava I just get hurt instead of dying.


You have the wrong sprite header because there's not much sprites here.


What's the point in this invisible block pathway? I can go inside the blocks and get stuck which isn't good. Fix this.


The Yoshi egg "Thank You" message isn't there for some reason.


Glitchyness. Also put this level in a snowy land because it doesen't make sense having a Snowy level in the middle of a grassland.

Snowy Canyon
----------------

When the shell hits the block it makes a little cut-off. Move the blocks somewhere else.

Spikepath Forest 2
-----------------

Part of this mushroom platform has a bad palette. Also this isn't really a forest.

Spikepath Manor
-----------------

This is pretty much the same exit as that one ghost house.


After beating this level it seems to activate some other event too.

Spikepath Lake
-----------------

Make me exit out of a pipe instead of thin air.

Spikepath Caverns
-----------------

Wrong initial settings.


Collecting the Yoshi coin here makes the vines cut-off and the vines right above the lava are cut-off.

The Green Road
-----------------

Empty message box. I can't advance after this so I assume this is the end.
---------------------------------------
Conclusion:
The errors pointed out are easy to fix. Make sure to fix some of the events as they activate some other ones. Fix the errors pointed out and this will get accepted.
Hack Removed:

Hack Name: Super Fail World Demo 1 (Real Version) Demo - 183.9 KB - 7 downloads.
Length: 11 levels
Author: Dubefest - Submitted by: dubefest
Description: Please delete Super Fail World Demo 1 (FIXED).

A nice fun but not too hard game with a mix of vanilla and chocolate awesomeness.

Includes:

ExGFX
Custom Music
Redrawn GFX

Thanks to Iceguy and SuperWiiMan
----------------------------------------------
My Short Review:
You are almost there man, but there is 1 main reason this got removed. (And some minor errors that need fixing)
----------------------------------------------
Reasons:

In the intro screen there are glitched graphics at the bottom.


Here's the main reason it got removed, I die in the intro screen. Don't make the player die in the intro screen.


Still got the wrong sprite header here.


When this event occurs, the corner of that land gets overwritten with a grass tile.


Wrong initial settings here.


Blindjump. Put coins to lead the way.


Why don't you make the lava act like lava instead of munchers?
-------------------------------------------
Conclusion:
Like I said you close, the least you can fix is dying in the intro screen. When that's fixed this will get accepted. (Unless a big error/bug occurs)
Hack Name: Bowser's Return (Demo 4)
Length: 12 levels
Author: MSTR448 - Submitted by: MSTR448
Description: This one has a lot of differences.
Most glitches are fixed.
Main Thread



Reasons

Just a couple of easy-to-fix issues. Apart from that, it's a very good-looking hack.
(Sorry for .bmp by the way, I forgot to change the format in ZSNES. D:)


Empty message boxes.


Fall down here and you're stuck until the time runs out.


Once you come out of this pipe, you instantly get hurt by the Piranha Plant that occupies it, which is especially bad when you're small. I believe the 2nd "Piranha Plant Fix" patch fixes that.


Entering these pipes got me a black screen.


What's with these glitched tiles?


Sprite memory issues.


The last castle (apparently the last level) leads back to itself when beaten, but you're in a slightly wrong position. When you go back to the Ghost House, you can't move anywhere, and entering it leads to an endless bonus game.



Once you've fixed all this, I'd be glad to accept this hack. ;)


NAME: SMW 4 Demo Real
AUTHOR: MigMario
DESCRIPTION:
Dont download "SMW 4 Demo" because contain many errors.



REASONS FOR REMOVAL:

Oh god. Where to start?

Well, the basics sounds like as good as place as any. The hack contained so many instances of cutoffness that I won't post them all in this log; I'll just put the images here. Please note that these are just examples; there are many more instances, and all of them need to be fixed before you resubmit this thing.


Next, the overworld. To be frank, it is just a mess.







Apart from the glaringly obvious graphical issues that make it look pretty horrible, it is also one of the more confusing I have seen. It doesn't take too long to understand the red levels are BATTLE levels, but it would be kind of nice to have, y'know, some sort of indication which levels have secret exits? Especially since you thoughtfully disabled the ability to use Start+Select, meaning that once you enter a level you have to play through it entirely or commit suicide.

And the cave submap really deserves a paragraph of its own:











Yes, that is all one event, replacing just about the entire submap with new 16x16 event tiles. You do know that you can use the big 48x48 ones as well, right?

Oh, and one more thing (that isn't really a removal reason, I guess): the part in the forest submap where you had to choose a path. I never really understood the point of that... Don't you want people to be able to play all of your levels? It's not like having two separate paths is a bad thing, you know...


Third: the title screen.



It seems like you forgot to enable layer priority on most of the tiles you added, causing them to disappear behind layer 1. To be honest, the big 4 out of stars and the small random symbols floating around don't look too goo either. And as you can see, the file selection screen appears over most of the 4.


And finally, the actual levels.


That looks more like a keyhole, don't you think?


Goal bar goes too high. Place it a bit further down.


"More skills"? Like what?


Any particular reason you can't jump on the Banzai Bills in this game, as opposed to in just about any Mario platformer ever? Yes, Tweaker is a very nice program, but you should provide a warning, as well as perhaps an explanation as to why these ones act different.


A general problem with your levels was a severe lack of time. Did you see the tip about the time limit being your own average completion time + 100 ingame seconds?


This seems very familiar...


...as does this. Ctrl+Del is your friend.


Now this just isn't very nice. D:


Once you enter this level, you need to react immediately or you get hit. That isn't a very nice way to start a level. Also, this shows another strange things that is present in many of your levels: Why does Mario start in mid-air?


Also, if you go to the right without the shell and let it go offscreen...


...you are irrevocably stuck and have to commit suicide, be it by muncher, koopa, or time limit. Since the shell starts out where it does, it won't reappear.


Any particular reason why you don't use a goal sphere? It would look much better than a discoloured ! block.


oh man let's go kill internet explorer

Erm... I believe you mean Bowser.


What's with these random moving coins? They create quite a bit of slowdown.


This sort of precision jumping could fit perfectly in a Kaizo hack, but it shouldn't be in one that you want to get accepted here.


This message is unedited, and the level itself bears a striking resemblance to the original #1 Iggy's Castle.


Since you forgot to place the sprite, this turning grille doesn't work. Though it would have been kind of pointless even if it did.


Placing a falling spike offscreen above a ? block? Now that's just mean. D:


If you don't have a plot of your own, you should probably just remove these.


More blatant level edits.


"Avism"? That should probably be "chasm", or perhaps "abyss".


And by the way, that same room is impossible to get out of alive if you don't enter it with a cape.


What could be below?


A piranha plant hiding behind water, that's what!

(read: blind jumps are bad, as is hiding harmful stuff behind the foreground)


This palette could use some improvement.


Again, arbitrarily tweaking sprites isn't a very good idea.


And neither is ending the level so high on the screen: the shrinking spotlight effect gets cut off.



D:



This is just the Donut Plains 1 bonus room with all the ground taken out. Please come up with something new instead.


Either that Koopa learned the elusive art of levitation, or you didn't use the right sprite memory header. My bet is on the second option.


This is why coin blocks and the switch palace object tileset don't go together.


More arbitrary tweaking of sprites; this Koopa can't be killed by sliding into it.


If you hit the (cutoff) goal point in this level too low...


...You die. And if you should happen to go below it, or lose your cape at any time during the level, you are unable to beat it and have to kill yourself.











If this isn't the laziest level design I have ever seen, I don't know what is.


Placing the goal post on turn blocks might not have been the best of ideas.


Glitched objects? Really?


The player can't see the bottom row of the level, so don't use it for solid ground.


AAAGGHGHGAGHAGGHHHH MY EYES

You can't honestly believe that's a good or even decent palette. Can you?


This generator is supposed to go with the other castle background. You know, the one with the candles.


...water?


This background palette could be prettier.


I am not sure what, but something is overwriting your background tilemap. You should probably disable the BG vertical scroll.


Wrong sprite tile memory setting caused these sprites to turn invisible.


...but that isn't the problem in this one: the culprit is just hiding behind the bush. The hit is just as unfair, though.


Invisible coin block spam for no good reason != good level design.


OH MAN I HAVE NEVER SEEN A PRETTIER BACKGROUND IN MY ENTIRE LIFE


If you are going to have your goal blocks act like coins, use a version that has the corner offsets. Otherwise, if I touch the corner I just collect it as a normal coin, and since the bonus levels don't have time limits I have to reset the game.


So I jumped down here to get that Dragon Coin. What now?


To be honest, I can think of better gimmicks for a level than riding Wigglers. Especially given their tendency to turn around and go the wrong way.


Jumping on Koopas you can't even see can be pretty hard. Did you even test this?


What in the world did you do to your ghost house entrance?



In my opinion, six screens of manipulating Boo Blocks to get them above you so you can get to higher platforms is about five and a half screens to many. Also, how did you not notice the background?


...any particular reason why I can kill Thwimps with a cape?


Glitched graphics are by themselves enough reason to reject a hack. Remove them.


Oh no! The floating head of a Dry Bones is attacking! Use the proper sprite tile memory settings to defeat it!


This is why Wendy likes to have a ceiling in her room.


Since this is a switch palace, most people's first reaction would be to press this P-Switch expecting some sort of bonus...


...in which case they'd be trapped, as this is a vertical level and you need all the switches to get to the top.

Speaking of which, that level is far too repetitive. I was very surprised when Lunar Magic told me that it was only three screens tall; it felt like forever when I was climbing it.


Any particular reason why these blocks contain flowers?


This pipe doesn't seem to lead anywhere. Was that intentional?


Since you can't get this springboard in any way, the secret of the first level is impossible to obtain.

There are two reasons falling spikes shouldn't be placed above slopes:


They get stuck...


...and they get glitchy graphics when Mario slides into them.


Mario comes out of this pipe too high.


THIS SCREEN IS VERY EXCITING AND SO IS THE ONES JUST BEHIND IT


Yoshi does not mix well with the Switch Palace sprite tileset.


Bad ground palette, and more exiting pipes too high.


Piranha plants behind water are not much better than ones behind bushes.


The gimmick in this level was kind of clever, but it could really use some kind of explanation. At first, I just thought that this level didn't work due to not having been tested, as the exiting points in the middle and high water level rooms looked exactly the same.







PRETTY PRETTY COLOURS :D

(Don't place your goal so high on the screen, or this will happen. Again, wasn't this hack tested?)


Floating munchers are another good way to get your hack instantly removed from SMWC. Couldn't you have placed them a bit earlier, though? It would have saved me the trouble of having to type up this whole thing *shot*


This section was just brutal difficulty-wise. You can't let go of the run button, you can't jump, and if you miss one of the Koopas with your fireballs (or just enter the level without a fire flower), you are done for. I refuse to believe this level was playtested in any way, shape, or form.


This is the rare Bridge Blargg. Unlike his more well-known relative, he prefers living inside wooden bridges. (hint: you should probably move it down one tile)


I would try to come up with some sort of witty description for this, but I'm kind of tired, so I'll just say that it's a blind jump.



As you may have guessed from the sheer length of this post, you have a whole lot of fixing in front of you if you want this to have any hope of getting accepted. I would recommend reading the Hack Submission Guidelines, playing some of the featured hacks, and most importantly, recruiting some playtesters. Because seriously, there was quite a few parts in this that simply screamed "THIS HACK WASN'T TESTED PROPERLY".

--------------------
My YouTube channel
Get the official ASMT resource pack here!

Hack Name: Super Mriohony World
Length: 2 levels
Author: kiddy252 - Submitted by: kiddy252
Description: please don't enter the toxic forest - this level is not finished.

go to left



Reasons


Hey, thanks for telling me.


Invisble block bridge. Click on the Lakitu button and change the sprite memory settings until it works right.


Ground made entirely out of pipes doesn't look too good... You might want to use actual ground here, or just differently-colored pipes.


Glitched event, probably because you didn't uninstall the tile screen recording ASM.


The level "toxic forest" is indeed glitched, but wouldn't it have been better to simply disable entering it then? Just tellng us we're not supposed to enter it just isn't enough in my opinion.

Also, not couting the glitched one, there were only two playable levels, which seems a little too short for a demo.




When you've fixed these issues and made a couple more levels (five or so would be enough already), feel free to resubmit this.

Hack Name: mario and the legend of yoishi!
Length: Unknown
Author: kiddy252 - Submitted by: kiddy252
Description: yep, it way it is a shadx's island



Reasons


Not a removal reason, but not capitalizing every single letter would look so much better.


Your overworld is a little messed up. There's a partially revealed path on the right and a pipe with a level dot on the left.
Also, the level "YOSHIS ONLY"...


...looks like this.
Don't use floating or stacked munchers (black piranha plants), and don't make Mario die immediately if he doesn't have a Yoshi.


Cutoff ledge, and Bullet Bills that appear without a warning. Better use a Bullet Bill generator instead of placing them separately - That way, they'll also make a sound when they appear.


Lotsa cutoff shooters. Also, don't use the bottom row of tiles in LM for solid ground.


18 lives, so easy to get? Not such a good idea. Make 3-up moons rare and hide them better so they're more of a reward.


More examples of cutoff stuff.


Remove that first line, use some more punctuation and capitalization, and you'll have a decent message.


Pretty boring.


I couldn't really figure out what I was supposed to do in this level... Good thing the issues I've pointed out so far are already enough for me to make a decision.




Overall, you have a lot of work to do before you can get this accepted here. Start with reading the Hack Submission Guidelines, and perhaps also watch this video to see what you really shouldn't do in a hack.


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