It's been a long
time. How have you been?
Portal 2 references aside, I am back to moderating hacks, and I will start back up again with three quick removal logs.
Bowser Jr in “left alone”
Why did everyone leave him?
This hack isn’t really a new hack of its own. There were graphical changes regarding the powerups and the player (Bowser Jr.), a changed name in the status bar, and a few changes regarding messages, but otherwise, it was the same as SMW. When creating a hack to submit, please make your own, unique hack rather than a clone of another game. We do not want to replay through “XYZ” adventure again with only minor graphical and story changes.
Because of your name being too long, it invades the space that is used by the Dragon coin counter in the status bar. It should be something shorter, such as “B. Jr.”
Your Fire “Mario” palette is a bit awkward. If you use those graphics for something else, you may wish to adjust that properly.
And here’s just a little evidence of the unchanged levels.
An Easy Rom Hack
This hack wasn’t considerably as bad as many other hacks I have played in the past; however, I feel that there is still much more effort needed to be put into this hack for it to be successful. Many of the levels, despite being new levels, still had a feeling of “level edits.” I’d advise personally that you change the backgrounds a bit (not really required or anything) and follow the changes pointed out in this removal log.
Never put tiles on the bottom row of Lunar Magic that you expect the player to see! You cannot see that row, so it would be unfair to the player if it is required to proceed. Or, in this scenario, it just looks strange.
The palettes for the Start Select screen and the subtitle under “Super Mario World” look odd. It would be advised that you fix them in the palettes for the title screen level so that they appear better to the eye.
Generally, although there is an invisible block there, it is not advisable to put Mario in a situation where he could die in the intro level. If he does die, that could potentially mess up the life counter and give you undesirable values. Also, do not use excuses for incorrect graphics. More on that later.
This isn’t anything major, but you forgot to capitalize the “t” in the last sentence of this message.
When using sprites in your levels, do not allow them to look like this! There is no reasonable way to justify glitched up graphics, and it poorly reflects upon you. Adjust the sprite GFX used in the level so that none of your sprites appear incorrectly. If needed, you can do something such as making an individual room for a goal sphere if changing the sprite GFX messes up another sprite’s appearance.
You placed the branching platform in a way that creates another cutoff tile. Please move it so that it does not generate any cutoff tiles.
These were three levels in particular that I was referring to in the beginning of this removal. They look and feel similar to the original, and I felt that I should put an emphasis on changing these levels a bit more. The other levels showed similarities as well, but they weren’t as
similar. In the second screenshot, I just wanted to point out that you spelled “receive” as “recieve” and that you replaced proper punctuation with a comma between “Block” and “you.” Within the last screenshot, you did something to make a random tile appear in the message. You should adjust that so that does not appear any longer.
Sliding Blue Koopas are able to go through walls sometimes. You may wish to move it so that it will not do so with these walls or adjust the land appropriately.
If you fail the challenge of spin-jumping off of the turnblocks, you have to swim back to the beginning. The main issue with that would be the unseen row of munchers on the bottom row. They will hurt you if you do not constantly swim. Also, you should not place a message block in a level with Layer 3. When you open the message, it removes Layer 3, making it nearly impossible to get back to the start of the level without dying in the occasion that you fall.
The concept of pits that Mario cannot escape naturally is typically not a wise idea. It is much better that you placed springboards in theses pits, but there is always the risk of one being thrown out of a pit. This isn’t a horrible issue, though.
That is just a bit unfair. Yes, you did “reference” to it in the message block, yet it did not tell you to avoid falling where there are no invisible solid tiles. You may want to point that out in the message.
It would be nice to tell the player where the end of the demo lies for their benefit. You could change the of the level to “End of Demo” and prevent entering the level, or you could allow entrance if you have side exits enabled (without
Yoshi’s chimney being visible). Again, this isn’t particularly a big deal.
Small Mario Monster
Small mario Gains a new ability! he is a moster only when he's small
This hack, similar to your other removed hack, did not change all too much from the original SMW. All that was really changed were the graphics for small Mario, and not all of those graphics were changed. Other than that, this hack is a carbon copy. Once again, there is no need for a re-run of SMW with their only being new Mario graphics.
Those were all of the unique graphics for small Mario that I had noticed in the first few levels. They all had an “ugly” yellow palette to boot. Please make it look pleasant.
Some frames for small Mario were not edited, and Super Mario was abandoned altogether.
Lastly, here are just a few screenshots of unedited levels.