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The Hack Removal Log
Forum Index - Valley of Bowser - Moderation Questions - Hacks - The Hack Removal Log
Pages: « 1 236 37 38 39 4047 48 » Thread Closed
Hack Removed:

Hack Name: Bowser's Plan Part 1: Alternate universe DEMO 2 - 247.7 KB - 69 downloads.
Length: Unknown
Author: ShyGuyGuyShy - Submitted by: ShyGuyGuyShy
Description: After 18 months in hiding, Bowser & the Koopalings have decided to strike once. Bowser sent a spy out for Mario, who knocked him out with sleeping gas. After 4 hours, Mario woken up in a place he had never seen before...
------------------------------------------
Reason:
Well, I feel bad for stalling on moderating this hack. Because...

...your IPS is glitched. Please test your IPS patches before submitting!
Hack Name: Thanskaro - Demo 2 (bugfix)
Length:4 levels
Author: Neutron - Submitted by: Neutron
This is a pretty short hack (6 main levels and 5 or 6 secret levels), short story: Mario was sleeping in his castle, but he woke up lost, in a forest.

The first level still has no secret exit, so don't search it.

The OW is still in progress. Same with the title screen.
e: MAJOR bugfix



Reasons

Requested removal due to a bad patch.




Have a nice day.
Hack Removed:

Hack Name: A level - 149.6 KB - 20 downloads.
Length: 1 level
Author: dude4 - Submitted by: dude4
Description: this is a one level hack i made with lunar magic 1.70
----------------------------------------
Reasons:

Video containing reasons
NAME: Super Toad World (Demo)
AUTHOR: SGcorp.bros.99
DESCRIPTION: This is Super Toad World. It's my new hack. I give credit to construct101. He gave me the Toad. Anyway, Enjoy!


DENIED!


I have not found a lot, but as this demo is really short (3 levels, not counting the End of Demo level, it takes less mistakes to get this removed. Your levels are very short, too.


This subworld is really dull. Nothing but a small island with a pipe on it? What's this subworld for anyways? Also, at least take the correct mountain dirt (brown) palette.


This is something minor as well, but as you play a Toad, it's weird that it still says Mario start! You might want to fix this if you really want to pull off something great here.


Piranha Plants with red stems might cause VRAM errors. Apply the Piranha Plant Fix Patch.


This area is the worst part. The animated background burns my eyes and looks bad anyways, the foreground blocks create cutoff with the red castle background which is even falsely assembled and this all seems very out of place. That could be caused by the background however. Redo this.


Little cutoff left from Toad (at the goal post).


False corner tile.


*Chocolate [Also it must be "Princess" in the intro!]


Use the correct water graphics (the surface of it) and the correct piranha plant stem graphics. Also, never put a a pipe on two screens because it just looks eewww.


Wrong corner tile on both corners.




And that's about it. Yes those were some minor things, except for the castle thingy. I have nevertheless denied this because it was sooo short. If you really submit a demo with 3 levels as a total, we assume those levels are designed with a lot of effort in it and are at least somewhat fun (and not played through in 2 minutes).
So yeah, fix those and some more levels would also be nice. Otherwise work a little bit harder on your levels.

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

Removal: "I hate Walls"
Length: 3 levels
Author: TheMojopo
Description: "This is my first hack, i hate walls. it is a one level puzzle hack. hope you like it!"



Anyway, the patch you submitted is bad. Please make sure to test your patches before submitting! Did you check to make sure you used a clean copy of Super Mario World?

HoleNet.info

Removal: "Super Cutoff World"
Author: wobuffet3
Description: "My first hack.
Sorry it's late for C3, but I was banned for accidentally submitting a ROM file :P
Anyways, have fun!"

It's not a ROM! Excellent. Now, as for the hack itself...


The entire hack is just blatant level edits of Super Mario World, with the focus simply being "take the object layout and screw it all up". The end result is a lazy glitchy mess. Please read the Hack Submission Guidelines!

HoleNet.info

Removal: "smw volumination 7 redrawn"
Author: LDMA
Description: "SMW master quest 7 redrawn with my custom overworld and some levels and fixed custom sprites.


I think some of this hack custom sprites were damaged. So I delete them."

You can't just edit someone else's hack and take all the credit! That is stealing!


72 hour ban for theft.

HoleNet.info

Removal: "SMWOEH"
Author: LDMA
Description: "MY first hack of 6 hacks"

Spoilers, but all 4 hacks that he submitted are going to be removed.


...What?


Overworld is an absolute mess. Everything is cut off.


I can't find anything else to do in this level but to fall off the ledge and die. Andthe ledge is also cut off.


The other available level is a long stretch of Layer 3 tides...


...with this near the other end. How am I supposed to get up there? This hack is unplayable.

Please read the Hack Submission Guidelines!

HoleNet.info

Removal: "SMW masterflare edition"
Author: LDMA
Description: "This is my second hack i learned to insert gfx files"


Corrupted graphics.


Very glitchy.


Please test your hacks before submitting them!

Also, you didn't need to pack IPSTool in with your hack.

HoleNet.info

Removal: "SMW The Anchor Dimayelze"
Author: LDMA
Description: "MY THIRD HACK IN THIS MOMENT I LEARNED TO USE THE ADD MUSIC

THIS HACK INCLUDES
CUSTOM
MUSIC
GFX

ADD MUSIC INCLUDED"

You don't need to pack tools in with your submission. It is not necessary.

Anyway, it's a bad patch. Did you check to make sure you used a clean copy of Super Mario World?

HoleNet.info

Hack Name: Thanskaro (Demo 2, bugfix again) - 262 KB - 15 downloads.
Length: 4 levels
Author: Neutron - Submitted by: Neutron
Description: Resubmitted due to a corrupted patch.

This is a pretty short hack (6 main levels and 5 or 6 secret levels), short story: Mario was sleeping in his castle, but he woke up lost, in a forest.

The first level still has no secret exit, so don't search it.

The OW is still in progress. Same with the title screen.\


<Electron> hi Kristian
<Kristian> Hello
<Electron> http://www.smwcentral.net/?p=showhack&id=4175
<Electron> could you have the honor of removing this?
<Electron> there's a bug in one level
<Electron> you die in the midway point
* Adam ([email protected]) has joined #smwc
<Electron> and please post this IRC log in the removal log

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

/MKICK 4: Flantastic Puns
Hack Name: Mario's Special World [Version 0.05
Length: 1 level
Author: luigiman09 - Submitted by: luigiman09
Description: This is my first hack!

I just getting started. There is no history yet.
The demo has only 1 level and it is very short.

Enjoy!



Reasons

Not bad for your first hack, but there are still some things you can improve on.

This hack was mainly removed for being too short - a demo should have at least 5 levels or so (or one very long one). Please make your hack longer before releasing another version.

There are some other things you should fix as well:


The "Version 0.05" text has a bad palette - better use darker outlines.


The intro looks pretty weird. Also, the ledge Mario is standing on is cut off at the sides.


The palette of these logs isn't the best either.


Another palette issue - glowing ground doesn't quite cut it. Use the normal ground palette instead.




As I said, not too bad for your first hack. Just read the Hack Submission Guidelines before submitting your next one, and you're good to go.


Hack Name: Mario and the 5 Golden Eggs
Length: 6 levels
Author: Zildjian - Submitted by: Zildjian
My newest "choconilla" hack. Mario needs to rescue 5 Golden Yoshis who are trapped throughout the Yoshi Islands. Can you find them all?

I have completely stopped making this game, as I can really go no further, so this is only 6 levels long, not the original length intended, but I ran out of motivation, so the game ends after the first castle. Enjoy!

-Zild


First I just wanted to say I'm sorry I didn't get to finish beta testing your hack. I was really busy and couldn't get around to it.

Reasons


I found both exits, but they both lead to the same next level. Is this intentional?

This is the reason why it had to be removed. After beating this level, Mario could not move on and I can't get to the castle.


I know the castle is fine because of the beta testing, so all you have to do it fix this, and you're good to go.

Have a nice day.
Hack Name: Super Zero World -1 | The island
Author: darkslayer0
Description: Hello, I had to post my very first hack project here!

It's just a little island where you have to beat Iggy, the gameplay level is easy/medium, you'll take a maximum of 20 min, so it's a good hack to feel free to play for a short time ^^

-Project from 2007, last update (palettes fixing, etc...) today, ready to play-

Enjoy it!


Removal Reasons :o


This is a pretty nicely done hack, though it had it's fair share of unfair, and a few graphical madness. Also.......... I have nothing else to say, so onto the pics:




The title screen text cuts off.



Message box palette is slightly bad.



aaaa. Don't put objects on the lowest layer in Lunar Magic, because it won't show up ingame.



Also, try not to have the player touch the backside of sideways ledges.



Odd tile behind the block when I hit it. This happens with every single block in the hack O_O



Mario's tiles in GFX00 don't seem to be edited :/



You have no reset pipe incase the player doesn't make it to this door on time. Add a reset pipe somewhere to give the player a chance, since it's only the first level, s'il vous plait.



loli        wut goal post palette. (also the ground reminds me of chocolate cake with strawberry icing <3 )



Seems like a blatant edit of the original Yellow Swtich Palace.



Make Mario finish lower, because if he completes the level at a high position, the zoom in effect glitches liek zees.



Another example of an unedited GFX00 (you can seem SMW Mario's hand when you hit Yoshi)



The end of the ledge creates cutoff with the yellow bush.



Not sure if that's a glitched tile on the goal bar or not.



Download Fade Fix from the patches section and patch it to your hack, to allow the second half of the palette to fade at level end.



Big bush creates tiny but noticeable cutoff with the ground and rope. Also, I'm not a big fan of the palette you've used.



Originally posted by me earlier
aaaa. Don't put objects on the lowest layer in Lunar Magic, because it won't show up ingame.



This palette is probably the worst in the game... fix it please.



Ah fsck. Try to avoid having forced powerdowns which require you to get hurt by an object or enemy, because it seems unfair. A block that removes your powerup is nicer.



... this was weird. I walked on that top right ledge, towards the pipe, and when I fell towards the pipe, touching the pipe, I got pushed into the blocks. Pretty weird, it might be either the blocsk themselves or SMW being a fsck.



CD titled "Slowdown++" inserted into drive "This part of the level"



This ground palette isn't very eye-pleasing, it would be nice, but not necessary, for you to change it.



Another bad-colored goal post.



This whole first part of the level was a blatant edit o Iggy's castle :/ Ctrl + Del next time (or use whatever button replaces ctrl if you're using a Mac)



Mario's "behind fence" frames are both unedited and glitched. Bad combo. Attempt to fix it, or don't have the player go behind the fence at all, seeing as there is really no use.



I don't really like the background palette here. Just a personal opinion, might want to change it.





All these pipe exits have a bad FG starting position. Go to the door with a 1 on it in LM and adjust from there.



You used the wrong end ledge tile, I am able to go inside the floor.



For some odd reason, when I hit the POW blocks, I get hurt. You might have changed the behavior of tile 152 or something.



Also, both the POW door and the normal door...



Lead back here, where the FG starting position is bad and there's cutoff on the spike at the right. This means I am unable to reach Iggy's room, and thus unable to beat the castle. Not sure if you did this on purpose or not :/


That's all. Fix all these, and you should be good to go.
Hack Name: My Masterpiece Hack: Search for the Yoshis
Author: Diddy Kong
Description: one day, in the mushroom kingdom (where else?), Mario became sick with a disease called the goomba flu. The only known cure for said disease comes from a silver yoshi for some reason. Lucky for Mario, there are currently seven silver yoshis in captivity, however...
Bowser has taken all seven of them! (along with the Princess of course). Now only Luigi can save Mario (and princess peach).


Removal Reasons :o


'kay

Besides being a bit too short for an actual demo, this hack had a few errors that should be fixed pronto. Here they are:




Cutoff edges. Maybe put the background tiles on Layer 2, so you won't have to use ExGFX to fix this.



Status bar has a bad palette. Remap the background's palette, if the background is causing this problem.



Previous pic applies to this as well.



Jumping into the breakable blocks caused this werid glitch, which spawned that glitched P-Balloon. I heard the blocsk themselves have a problem, so try and find an alternative block.



Also, the doors are unenterable -_-


Fix all these (the last may have been intended, not sure), and try and add some more levels, as I feel this was a bit too short.
NAME: Super Mario Bros.3 World (Demo)
AUTHOR: Shawn
DESCRIPTION:
This is my new hack. I have to give credit to ghettoyouth for the hack he made. I got the stuff from his Hack. So enjoy! Note: The Title screen is messed up because it was deleted.



REASONS FOR REMOVAL:






I know that this is mentioned in the description, which makes me wonder: If you knew about it, why not take the time to fix it? Because a title screen as AAAGGHGHGAGHAGGHHHH as this one is not exactly a good thing.



The main things wrong with how this overworld looks is the ladder that stretches along the ground and some of the paths being open before you can actually walk on them, but there's also some minor cutoffness due to missing corners and wrong edge tiles.



The palette of the message makes it kind of hard to read. I would suggest moving your background to a palette that isn't 0 or 1.

And speaking of palettes, what in the world did you do to Mario?



Blue lava and orange water? /me is confused



This block changes colours when I hit it.



This secret exit...



...reveals the path between the next level and the fortress...



...and sends me into an endless loop of broken submap exits.



Some cutoffness where the bush meets the ground. Also, why does that door...



...lead me to a ghost house exit?



Using the bottom tiles for ground is bad, since you have no idea where it is safe to walk and where it isn't.



...the heck is up with this random floating P-Switch tile?



Or, for that matter, the invisible solid tile next to it?



Also, I can walk through your pipe. There is a reason that the object has a grass tile under the pipe when you place it, and why the original SMW always blocked off the right side of it.



Seems like you forgot to edit this bonus room.



The palette on those blocks looks fairly horrible, don't you agree?



[insert generic message about not using the correct sprite memory setting here]



Again with the odd transitions. The door in the fortress leads you to an underground area for no discernible reason.

Also, look at the timer. This level started with 300 seconds on the clock. Some basic arithmetic quickly gives you the fact that this level should be made quite a bit longer.

And lastly, the ceiling looks kind of cutoff just ending like that.



The castle is just strange. You have a stairway of invisible coin blocks leading into a spike ceiling,



an invisible bridge with just as invisible holes spanning some gray lava,



and lastly, a very unfair trap. The red door you see is a P-Switch door: if you didn't bring the P-Switch or you pressed it earlier and it runs out, you are stuck and have to commit suicide.



However, doing so and reentering the level just places you in the same spot if you got the midway point. And since half the bridge isn't there and you can't tell which half it is, retrieving the P-Switch becomes a matter of extreme trial and error and savestate abuse.

...don't tell me that you used the invisible solid block sprite to build a bridge...



While you might have changed the status bar so as not to conflict with the background palettes, the message boxes still suffer. Please don't have your backgrounds use the second half of palettes 0 and 1.



This seems familiar... I didn't know that Peanut Land also had a region called Donut Land. And what's with the giant gap on the third line?



[insert generic message about making sure to test your hack before release here]

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

NAME: Mario in Morton Desert
AUTHOR: moltensnow
DESCRIPTION:
The sequel to Mario in Iggy Land. Now with more awesomeness than its predecessor!



REASONS FOR REMOVAL:

Nothing majorly wrong with this one, apart from only being about five minutes long.



*bloodthirsty

And I find it very ironic how you mention in the readme that the player won't understand the story if he hasn't played the prequel.





Loads of perspective errors on the overworld. If a plateau is completely flat, all of it should be the same height, don't you agree? And the same things go for cliffs connected by bridges or just sitting next to each other with connecting paths.



I collected some coins before I saw the P-Switch, and now I have to wait out the timer. What's the point of this segment anyway?



The gray colour in the lava/whatever that is supposed to be (hint: sand doesn't bubble) doesn't look too nice.



Blind jumps are just as frowned upon as always.



As mentioned earlier, yellow lava does not look the slightest like quicksand, so I would suggest getting some other graphics for it. And what's the point of this area stretching for four completely empty screens?



The worm thing turned invisible due to bad sprite memory settings.



None of the grates in this section work. Remember, the object isn't enough: you also need to place the sprite.



You didn't remap the squished Goomba tiles, did you? Don't be lazy; use the hex edit and draw a squished frame for your sand worm things. They shouldn't just disappear when you stomp them.



Now this is what I call a level. This is where you start; the boxes contain powerups and a 1-up, and through the door is Morton. Please put some substance in your levels.



Apart from the last one, these are all very minor issues: however, as I mentioned earlier, the general shortness of the hack is the main reason for removal. The hack contains four levels (no, I won't count the castle); all of them have time limits of 200 seconds, and I didn't get close to hitting the 100-second mark once. And this is with exploring the levels as much as possible to check for potential errors. I am sorry, but in its current state this hack hasn't nearly enough content to be accepted. You may not have noticed this part of the 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.

And yes, this goes for finished hacks as well.

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

Hack Name: Mario and the mixing Worlds/Mario und die vermischten Welten
Length: 1 level
Author: SuperNascher - Submitted by: SuperNascher
Description: English:
Bowser has mixed the worlds and mario had to fight Bowser.
The Hack has 1 Level and differnt Zones.For question write me a E-mail or a PN

German:
Bowser hat die Welten vermischt und Mario muss Bowsers Pläne bekämpfen.Der Hack hat ein 1 Level und verschiedene Gebiete.
Für Fragen bitte schreibt mir eine E-Mail oder eine PN.



Reasons

(Da du nicht so gut English zu sprechen scheinst, kann ich dir das hier gerne auf Deutsch übersetzen, wenn du magst. Schreib mich - WhiteYoshiEgg, nicht Chester - einfach an.)

Alright, now for some screenshots.


The bush to Mario's right is cut off at the sides.


Your message boxes don't really make much sense. You should get someone to properly translate and proof-read your texts.


Your overworld leaves a lot to be desired... There are many cutoff tiles (at the top of the large island, for instance), and the cliffs don't have a consistent color.
(Also, why is the level name in German? I thought this version was supposed to be English.)


Those rocks are kind of cutoff too. Looks like they're meant to be used inside the ground.


The platform Mario's standing on is cutoff too.


These slopes don't quite act like they're supposed to. Also, it took me a little while to figure out that green thing on the right was a pipe.


This level has no music/sounds whatsoever. Not sure if this is intentional though.


Entering this pipe...


...gets me a black screen, rendering me unable to go on.




So yeah, fix these issues and try again. I also recommend reading the Hack Submission Guidelines and perhaps watching this video to get an idea of what you should not do in a hack.


Name: Super Mario World vs. the clone army SMW - Mario Sprites A C3 Production (GFX/Gameplay/Levels/Title screen)
Author: Joshua Harrison - Submitted by: mariomaker6
Description:A C3 Production.Custom Graphics and Gameplay.Most enemies have become Mario themed such as goomba (mustache),koopa (mario bros.),koopa shell (mario bros. head), monty mole (uses mario's pallete), pokey (pink since it's similar to red), mega mole (mario GFX and pallete), bullet bill (mario fireball), bone thrown by dry bones (mario fireball), and rex (mario GFX).

There's a hidden C3 room and tons of easter eggs.

A Graphics/gameplay hack with mario enemy GFX,new activities on some sprites.




Not screenshots.

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

Removal Log
Hack Submission Guidelines
My Sites

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

My Hacks:

NAME: Mario in Morton Desert
AUTHOR: moltensnow
DESCRIPTION:
The sequel to Mario in Iggy Land. Now with more awesomeness!



REASONS FOR REMOVAL:









Virtually unchanged from the last submission. The overworld is still riddled with perspective issues and has all paths revealed from the start, the yellow lava still doesn't look anything like quicksand, the cave level still has sprite memory problems, and the sand worm still lacks a proper "squished" frame. And, most importantly, the hack can still be finished in less than five minutes. Did you by any chance miss the last part of my previous removal log?

Originally posted by me
however, as I mentioned earlier, the general shortness of the hack is the main reason for removal. The hack contains four levels (no, I won't count the castle); all of them have time limits of 200 seconds, and I didn't get close to hitting the 100-second mark once. And this is with exploring the levels as much as possible to check for potential errors. I am sorry, but in its current state this hack hasn't nearly enough content to be accepted. You may not have noticed this part of the 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.

And yes, this goes for finished hacks as well.

You know, instead of mass-producing incredibly short and mediocre hacks, why not put your energy into making a one better long one?

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

Pages: « 1 236 37 38 39 4047 48 » Thread Closed
Forum Index - Valley of Bowser - Moderation Questions - Hacks - The Hack Removal Log

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