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The Hack Removal Log
Forum Index - Valley of Bowser - Moderation Questions - Hacks - The Hack Removal Log
Pages: « 1 2 3 4 5 6 7 847 48 » Thread Closed
Removed
Hack Name: Mario - Bowsers' Return V1.2 Demo - 568.6 KB - 10 downloads.
Length: 5 exits
Author: SuperFriedCakes - Submitted by: SuperFriedCakes
Description: This hack features well designed levels, stunning palettes and fabulous overworlds.

This is demo 1, it features world 1.

Reasons
Hmmm...this hack...it seems so familiar...it seems like I've seen it somewhere before...recently even...

*Andy rubs his chin wistfully and the screen fades into a recent memory...*

Originally posted by The Smoke Monster
Hack Name: Mario - Bowsers' Return V1.2 - 568.6 KB - 14 downloads.
Length: 5 exits
Author: SuperFriedCakes - Submitted by: SuperFriedCakes
Description: A well made hack with refreshing level designs, stunning palletes and custom music.

This is demo 1, it features world 1.
---
This hack, actually, was very nice. However, it had a few minor flaws that while don't break the game are easy to fix and seriously increase gameplay.
These dirt tiles made the goombas float (?)


This level was a autoscroll with a bunch of fish for a lot of screens. Pretty boring.


The real error was that you made this level a water level by accident.

So just fix up those errors and I hope for a resubmittal!


OH! It was removed the day before it was resubmitted. That must be why it seems so familiar.

Anyway, all of the same problems, and more, are still here. Don't resubmit your hack until you've corrected everything that is wrong with it.

Sadly, failure to correct suggested changes before resubmitting a hack equals an automatic 24-hour ban. While it might seem harsh, it's sometimes the only thing that makes a person learn.

And learning is FUNdamental!


Exhibit A:

When you hit P-Switches, it turns Blue Coins into purple-y blocks that are still collectable like coins. Just use normal coins in levels with P-Switches.


Blarrg is puking garbage all over the OW. You just need to make sure you remove all extraneous events.


Non-water level is still a water level.


Not a reason for removal, but this IS a continuity issue with the other games - these Thwimps are stompable.


Not a reason for removal, but Mario walks into the edge of the screen at the end of all of your levels. That's just not very 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.

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: Suupaa Mario-sama Seken Demo - 180.4 KB - 42 downloads.
Length: 16 levels
Author: Ashura - Submitted by: Ashura
Description: This is just an updated ips of my "Japanese" SMW.

It now includes a completed (and probably overworked) Donut Plains now known as "Hot Hot Land".

-Ashura the Chimera

Reasons




Broken ROM is broken.

Please recreate your IPS patch, test it on a clean ROM to ensure that it works, then resubmit.

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.

8. Test your hack on all major emulators!
This will ensure that all players, no matter which emulator they are using, can play it without experiencing slowdown or crashes.


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

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Hack Name: Mario World Kralitorys Beta( Version 3)
Length: 3 levels
Author: 10elfi10 Mario - Submitted by: 10elfi10 Mario
Description: Yotube kanal 10elfi10

Reason

No screenshots were provided. Make sure to include some.
Name: Mario World Kralitorys
Author: 10elfi10 Mario - Submitted by: 10elfi10 Mario
Description: Yotube Kanal 10elfi10

My 1 Hack

Reasons for Removal

ROM.
Removed
Hack Name: Parallel Super Mario World - 164.6 KB - 24 downloads.
Length: 255 levels
Author: Joshua Harrison - Submitted by: mariomaker55
Description: Different palletes and graphics

Reasons
Originally posted by "Submit A Hack" Page

The screenshots must be 256x224 or less and must be PNG images. Screenshots may not be any larger than 512 KB. You must submit at least 1 screenshot.

How to make a good screenshot:
Play your hack in Zsnes. When you want a screenshot hit F1. This should bring up a menu. The bottom option should say IMAGE FORMAT:. By selecting that option and pressing enter, you can switch between BMP and PNG. In this case, we want PNG. Now select SAVE SNAPSHOT and press enter. The image will be called <rom name> xxxx.png (where xxxx is a number) and will be saved in your Zsnes folder.



^ This is not a screenshot.*

* That is, I sincerely believe a majority of people would gain no significant information about your hack based solely upon this one single screenshot, as it features a player with a poorly-designed palette against a solid black background. You've been told about this before, I believe. Therefore, the next time you submit this, it better include some screenshots that actually feature something worthwhile to look at, something that gives a person browsing through hacks an indication of what your hack is all about. I'm hoping this isn't all just a joke but I'm beginning to suspect it might be one.

PS - I just took a look at the hack you submitted. If you really think submitting SMW Redrawn with crappy palettes and all of the original, unchanged SMW levels is okay, go ahead and do it again. You'll be banned. Read over the Hack Submission Guidelines - this sort of thing violates a number of them. Don't waste our time with this crap.

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

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Hack Name: A Halloween Adventure - 158.1 KB - 15 downloads.
Length: 4 exits
Author: BabyPurpleYoshi - Submitted by: BabyPurpleYoshi
Description: This is a Hack for the Halloween!! Enjoy!!

-Custom Musics
-Custom Sprites
-ExGFX
-New Stages
---
This hack was pretty good, and there were just a few things that caught my eye. If it was longer, I would let them pass, but it's only 4 levels.


That's not proper water, and also you forgot to enable sprite buoyancy.


Floating munchers are a faux pas here at SMWC. Please get rid of them.


This level had sprite issues (I have a yoshi in the second picture.)

Other than that, pretty good.
Removed: A Halloween Adventure [fixed] by BabyPurpleYoshi

Why:


Needs fade fix.


When I left the underground room, which is two screens long and has an autoscroll, which is dumb and useless, I reappeared in the sky, with no autoscroll.


Need to fix sprite memory settings, as Maxx told you previously.


This area was nothing but flat ground, an autoscroll, and enemies placed in small groups far from each other.


This is the second section of the castle level- the first and second parts are extremely boring. One long autoscroll, upward stone platforms, scarce enemies. This makes for extremely boring gameplay, and it's not even platforming!

Also, you REALLY need to check out Maxx's removal log of the previous version for more things you need to fix that I didn't take pictures of. Like the floating-and-stacked munchers. Those are extremely bad. Finally, stop being so autoscroll-happy, will ya? You're using it too much...

--------:D--------

Removed: Super Mario: AQTT Demo 1 by The Oncoming Storm

Why:


Might want to fix up the grammar here...


I used a fireball on the Bomb Bro, waited here, and...


...I died. Make it so the player can't die, okay? We don't care if you're not SUPPOSED to do this... As other hack mods have stated, if it's possible, "we're going to review it".


You forgot to remove the Title Moves Recording ASM, so events are glitched. Better go remove that ASM. Now.


I don't really like your new GFX that much. The background looks really bland, boring and, sorry to say, ugly, so I'd advise that you keep working on these. Heck, don't be afraid to ask some people if they'd be willing to make them look better for you, either- you'd be supplying a base, so you might have a better chance... Don't quote me on that, though.


If it's possible, it's going to get reviewed. It's quite obvious what's about to happen- when Mario stops ducking, he'll get pushed into the wall over there and die.

And yes, when I saw this spot, I immediately and PURPOSEFULLY ducked into there SOLELY to get myself killed.


You need fadefix. In fact, I think you need better bosses- the ___ Bros. get extremely old extremely fast, and one fireball kills them.

On that note, how the heck do they fit into the story? ...for that matter, what IS the story? You didn't supply one at all.


Look at the Thwomp on the left- its face is glitched. Makes me laugh, though.


Thanks to your design, I can't get through here at ALL until the autoscroll pushed me. Either allow more ground to run on to get through, or raise those pipes up.


You forgot to change the name of the level.

...and that's it. Oh yes, not pictured is the fact that all your levels are EXTREMELY short. Here's basically it: Pipes everywhere, first pipe you're able to enter takes you to the boss, and there's nothing past that pipe. Exception is the castle: It's a door, not a pipe. It's also extremely boring. Seriously, make your levels LONGER. If you can't, then combine some of your levels together! Is it really that hard?


<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money

Remember, people! Telepathy is a wooonderful magic!

Name: Kirbys Adventure in Super Mario World
Author: Hellbourne
Description: Somehow Kirby found himself in Super Mario World. Will he master the quests and... Well actually this hack has no story, but since its pretty short I don't think it needs one.
My first romhack, have fun playing.



I liked this hack! It was creative and interesting. But, it has a lot of issues that need resolving.


Background items really don't look good as foreground objects. (Also, explaining what the lamps are for in the first shot might help, so the player doesn't waste a life finding out)



Graphical cutoff is generally easily fixed. You should probably take care of that.


This cutscene level appears to be missing it's graphics. Whoops! It's best to NOT EDIT LEVEL 104 if you're using the original SMW ending.


Apply the fade patch.



Your goal tapes vary wildly in how they are wrong: Some are too small, some are too big. You should probably fix that!


Your Luigis flash between being Luigis and Koopas when they are beheaded.



Pallete problems.


I believe there is a patch to fix this.


This section had some nasty slowdown.



Sprite glitching! Make sure you have the right graphics loaded for the level's objects.


Spinies would turn invisible when there was a bubble in the area - this is probably a sprite memory issue.

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

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My Hacks:

Name: Spooky Hack
Author: Shy-Hi
Description: Mario never rests from his adventures, not even at Halloween.
This time Big Boo Boss stroke again and he must be defeated.



Patch is broken. Test your patches on a clean SMW ROM!

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

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My Hacks:

Name: Mario World Kralitorys
Author: 10elfi10 Mario
Description: So this is my first hack where did I Made ^^



Player dies on the title screen, and the only level starts with an unavoidable death. Come on, at least pretend to make your hack playable! Read the Hack Submission Guidelines for tips.

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

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My Hacks:

Name: SMW zombie attack
Author: Joshua Harrison - Submitted by: mariomaker55
Description: a few enemies gone,better graphic + every enemy looks like zombie and you get plasma flowers instead of fire flowers(sorry if the screenshots arent the right ones but the names were codes)



Levels were barely changed (a powerup at the start, some enemies changed or removed). Not really enough to justify approving. Sorry!

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My Hacks:

Name: Joe's Adventure
Author: Mawwo7
Description: This hack is much better than my old hack ( Kenny's Adventure ).



It really is! But it has a couple of problems.


The palletes on this boss seemed kind of messed up.


This corner block was placed by itself instead of as part of it's proper object, and as a result it's a bit fiddly.


These slope tiles would sometimes hurt me if I hit them. Huh?


Placing tiles on the bottom-most row renders them invisible to the player, which is kind of annoying.


Not really an decline reason, but I couldn't really see a way to beat this boss. Maybe something is unclear or something didn't spawn?

If you can fix these, I'd be happy to accept!

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

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My Hacks:

Removed

Hack Name: Super Mario World: 20th Anniversary Edition Demo - 35.8 KB - 48 downloads.
Length: 8 exits
Author: Camerin Neede - Submitted by: Camerin Neede
Description: This is but a short demo of my hack, the full version of which is slated for release next year. This is a 'vanilla' hack, so the focus is more on level design than on sprites/music/etc. One final note: because I applied the intro level message ASM, the intro level is 1C5, a level that has not yet been edited. I hope that people will overlook this flaw.

Here's Why

I liked this hack, but there are quite a few easy fixes that you should do. Most of the problems are causes by carelessness, so it shouldn't take long to fix.



Unless I missed something, is there a purpose for the pipe up there? I forgot to try to get up there once I grabbed a cape...but it still looks odd.



I'm being nitpicky here, but one thing I found a little strange is that you never have an indication on where to use a P-switch...



...it's mostly through trial and error.



Cutoff.



More cutoff.



This...



...and this is most likely caused by you extending the ground too far down. Just shorten it, and the little extra pieces up top will go away.



It's a bit hard to see, but I think the same thing happened here. Up near the top is some extra tile.

Also, in this area, you provide a silver P-switch, and a pipe to escape the area it's located. However, when a silver P-switch is carried through a pipe, it changes to a blue switch.



Incorrect corner tile.



Cutoff, and fix the palette. The grass palette doesn't work too good with a cave.



I found both exits, but only one path opened?



Is this intentional?



Cutoff.



Move the left edge of the "stalk" over one tile to the right.



Cutoff.



Cement blocks creates cutoff in the lava.

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

As I said, these errors are easily fixed. Touch them up, and we can try again.

Name: Mariozytem Part One Peach's Lost Note Demo One DO NOT USE LUNAR MAGIC PLEASE??? (uhh, okay?)
Author: PokeMaster55
Description: I am very sorry about the first boss. World one is done so i hope you like my hack so bye dudes.



Game crashes upon entering the overworld. TEST YOUR PATCHES BEFORE UPLOADING!

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My Hacks:

Name: Super Puzzle World Demo 0.5
Author: Blackdoom2
Description: This is only the very first level. The only level modified is the VERY FIRST one, Yoshi's Island 1. The others have names, but no real modifications. Still a work in progress



Okay, uh, first thing? I wasn't able to figure out how to get past the first obstacle, so I assume some glitching trick is needed. That's a no-no.

Second thing is some pretty horrific floating Muncher cutoff later in the level. Obvious graphical anomalies are bad!

Finally, a one-level hack is generally way too short to accept. Sorry!

I recomment reading the Hack Submission Requirements linked on the right of this post, and playing featured hacks to learn more about LM. This is a well designed puzzle hack that might give you some ideas!

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

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My Hacks:

Removed: "Mario's Supper World(DEMO 1)"
Author: voltega
Description: "This is a little taste on what I am cooking up. a thanksgiving hack that will be ready whenever i finish. so probly during december. NOTE: I would like to thank all who helpedwith my error message problem, and also those youtubers who introduced me to romhacking."

There was also a readme file, named "Random Info.txt":
Quote
Hello... this is a Demo of the game I am making. I know there are some things i need to fix, i will get to them later. right now it is time to post the DEMO 1.

No, you should fix things BEFORE submitting.


I assume that ugly mess in the bottom right corner is supposed to be your name. No, do not do this. Use regular letters like everyone else.


*cabinet
*potatoes


I immediately entered Level 106, only to instantly die! NEVER DO THIS.


For some reason I do not like where this is going.


All you did was replace the enemies in Level 105 with a bunch of Charging Chucks! PUT SOME EFFORT INTO LEVEL DESIGN.


Glitched Wiggler. No, this is WRONG. USE THE CORRECT GRAPHICS SETTINGS.


Message block vanished. This is because the Wiggler is taking up all the sprite memory. USE THE CORRECT SPRITE MEMORY SETTINGS.


Glitched flames...


...glitched rock... and a glitched Diggin' Chuck!


Pokey, too? Dude, did you not notice how all those sprites looked wrong in Lunar Magic? That's a sign that you should, you know, NOT use these sprites in your level!
Beyond this was and empty goal post and a key. I had to haul the key all the way back to the start of the level!


But the key only activates secondary exits, so the path was not correctly revealed...


So the level doesn't physically appear on the map.


Again, barely edited level. But I had to take a Silver P-Switch through a pipe to make it act like a Blue P-Switch (a glitch, which you should NEVER abuse in level design) so I could free the real Silver P-Switch so I can clear away the STACKED MUNCHERS to get to the Switch. This is just terrible design.


Also the Switch Palace message is bugged up (ignore me playing with a spare P-Switch) because of the sprites that get overlayed onto it.


...then I was able to go back into the level. THIS IS BAD BECAUSE IT LEADS TO THE PLAYER BEING STUCK IN THE STAGE UNTIL TIME RUNS OUT. Another reason why not having the correct even occur back in level 105 is a Bad Thing.


Level 106 was unedited. This was the entire level after it. Just this concrete block room with a Yoshi Egg in a ? block and an incorrectly positioned goal post. :|


Everything from here on in was just edited messages, with the same typos.

HoleNet.info

Removal: "Super mario redrawn mario and luigi game play real demo 1"
Author: Ultrafiredude
Description: "I think I fix my ISP file I hope.
Now with a 1 more world and 2 star world levels"


Still a bad patch, because this is identical to the file you submitted last time. Did you make sure to upload the right file? If so, then you should take your ORIGINAL, UNMODIFIED copy of the Super Mario World ROM and have it verified as being a clean ROM.

HoleNet.info

Removed

Hack Name: Super Koopa World version 1.4 Demo - 328.9 KB - 37 downloads.
Length: 45 exits
Author: Martin9172 - Submitted by: martin9172
Description: Super Koopa World version 1.4 includes:
Changed overworlds (not very much, but hey,changes!)
ExGfx!!
Changed world 1

Here's Why



Stacked and floating munchers. Get rid of them.



FG starting position is too low.



Athletic music in a castle?











All examples of missing frames. If you are going to use custom player graphics, please PLEASE PLEASE make sure that EVERY frame is fixed. I guarantee that there are more missing frames, but these are the ones that I noticed just during normal gameplay.



Empty message.



Yellow blocks...yet I hit the red switch.



Another bad music choice. Seriously...P-switch music for a level?



Slowdown.



The goal post is set too high...I can walk under it. I realize that that was intentional...but it shouldn't be that way. You should move the key to a different spot and fix the goal post.



The event causes some weird behavior.



The cape graphic in this level turned into a yellow shell.



Easy...



...er...garbage giving moon?



Yet another odd music choice. Grassland music for a boss fight?



Slowdown.



Glitched goal sphere.



I see that this level was a poorly edited "TEST" level.



Cutoff. And another thing...this level is just a long stretch of pipes and turn blocks...unless I'm missing something...every pipe led to the same area.



Fix the status bar palette.



Grabbing a throw block while the ground goes up allowed me to get under the rock. It was actually accidental.



Forgive my rudeness, but this was a mess of a level. The graphics, the flashing and bright colors, the mist...it all proved to be a very distracting level. It was almost eye-searing.



Third big boo boss so far...and it is in an extremely odd place...with non fitting music.



I nearly pulled my hair out on this part. Please make it more fair.



FG starting position is set too low.



This whole level was plagued by immense slowdown. Not only that, but you had so many sprites, that some were both invisible, and non-appearing period.



When you are falling down onto the ground where the grinder is, you can't see it. It's a matter of luck if you hit it.



It's not very pleasing to have the player run into a solid object during the "course clear" animation.



Wow...this OW is...uh...interesting to say the least. Maybe you should touch it up some more?



You have a No Yoshi intro, yet Yoshi is not playable. (As far as I know anyway.)



Odd tile.



Floating piranha head. I assume that the little leaf thing was to cover up the fact that the plant is glitched...but it didn't work.



Bad palette.



Get rid of the triangles.



Spike is cutoff, and PLEASE get rid of the stacked munchers.



FG starting position set too low.



You see that little hole at the top right? I fell from there, and died. Use coins to guide the player whenever you use a blind jump.



Have I ever mentioned how odd/ugly/out of place these bullet bill launchers are? Well, they are odd/ugly/out of place...you may want to fix them up. The palette is horrid.



It's not very pleasing to have the player run into a solid object during the "course clear" animation.



The fireball is cutoff. Fix the sprite memory settings, or get rid of some sprites. Also, you use candle lights, yet this is a cloud background. I never saw this mistake...I usually see candle sticks with no light O_o



Easy garbage giving moon.



Is this the bonus that the message box below promised? I'm not amused.



Intense slowdown.

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

So uh...yeah. Sorry to say it, but your hack was plagued with errors. Did you beta test this? I don't think so, as no even occurred after I beat the second space level. Please test your hack, or get someone else to test it BEFORE you submit it.
Removed

Hack Name: The Yoshi Trilogy Part 1 - Dawn of the Darkness (Demo 1) FIXED Demo - 255.5 KB - 55 downloads.
Length: 18 levels
Author: DarthYoshi492 - Submitted by: DarthYoshi492
Description: Mods, please delete the other version. (YTP1 - DOTD Demo 1) There is a major flaw in it. This one is fixed.

Vague Plot: Yoshi wakes up one morning in his house on Yoshi's Island, but everything seems... darker. He notices his girlfriend (Yes, Yoshi now has a girlfriend), the Stork, and all his other friends have gone missing, and when he goes out of the house he finds out that Yoshi's Island has been replaced with a huge, mysterious, new land! He then explores this new land to find answers...

I will not release the whole plot, you will find out the entire plot once the other parts are released...

Here's Why



Try and fix the palette for the words on the title screen.



The way you have things now, the background is dirt. It's a nice idea and all, and I see what you were trying to do. However, since the BG scrolls, there are times when the bushes on the FG become cutoff. You're better off getting rid of every bush on Layer 1.



I spot a Yoshi Egg! Oh wait...



It's a muncher D: I don't know what caused this problem though...it's not serious though. I found it interesting though.



*purpose



The message box from the previous screenshot didn't appear this time. Get rid of some sprites.



Glitched enemy in the bubble. That's a fish.



I was able to walk in here by entering the slope.



But on this side, the slope acts like a solid block...



If the player is on the spot where the pipe appears, they die. You may want to move the pipe around to a place where the player can't die.



The "bounce" graphic for the note block is glitched.



Well, what I originally was going to point out here is how it is impossible to get up, as when I went to the right, I found a ledge to high to jump. I figured I needed a trampoline, so I backtracked. When I realized I couldn't go back up, I went back to the ledge...and there was a trampoline. Get rid of some sprites in that area.



Ice blue pipe sticks out like a sore thumb.



FG starting position is set a bit too high.



Slowdown due to a bunch of chucks.



Why can't you just make the doors tall enough for big Yoshi to enter? The player shouldn't have to take a hit.



Unless I'm missing an easier way to pass this gap...it was incredibly hard to make it due to the pipes.



Vine creates cutoff in the wooden ledge.



It is very easy to accidentally grab the coins below the door, forcing the player to die.



Well hi.



Correct me if I'm wrong, but when I walked over this alcove...there was a Dragon coin. But when I finally reached the little alcove...nothing.



Er...my P-switch transported onto the fire...



...and violently shot back at me D:



Mega cutoff.



Those blobs don't look like they would kill you just by jumping on them...but they do. Also, the inside of the cloud FG has nothing in it...causing the BG to peek through.



More fire glitchiness.



The munchers even corrupted the score graphics. I knew they were nothing but trouble.



Cutoff.



Er...you can do better than this. Either that, or just get rid of these sprites. The way they are made up looks very weird.



Mega Cutoff 64



It's not very pleasing to have the player get stuck behind a solid object during the "course clear" animation.



Why does the piranha go behind the cloud?



Slowdown here...mostly caused by the two fish down there. Just get rid of one.



Put a screen exit at the end of the layer 3 section that leads to a new area with the goal. The water stays for a bit, then disappears completely when the screen fades back to normal.



The player can bounce off a note block and end up here.



Sprite problems causes the Lakitu to appear in front of his cloud.



Incorrect graphics.



The FG cloud palette could use some work.



Why are there note blocks at the end?



Cutoff at the top.



Glitchy event.



The door is cutoff halfway...I expect it has something to do with the Koopas. Just remove them.



These slopes don't work too good. You can walk though every one of them.



Incorrect corner tiles.



Floating water?



The black in the palette really makes the background ugly.



I spot some Mario.



Incorrect corner tile.



I like the idea of vines going up into hidden areas. It reminds me of something I was a part of a while back...but anyway, it's a great idea, but if you're not careful, things can mess up, like shown above.



Glass boxes for edge tiles?



All I did was climb up a vine, and I died somewhere in the middle of the dirt. Why?



Piranha plant stem is poking out from the arch.



Well, I couldn't take a picture of it, as it appeared when I went back but...the goal sphere didn't appear. I died and tried again, and it was there. Originally, I had no clue what to do...but sure enough...it's another sprite memory problem.



The background is incorrectly joined. There is a line that separates the "top" from the "bottom", and it is very easy to see.



I would advise that you make the "blank" tiles darker or lighter compared to the "solid" tiles.



Berry doesn't fade. Get rid of it.



Cutoff.

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

Phew...that was tiresome. Anyway, your hack isn't bad by any means...just needs some fixing up. Definitely fix up the graphical errors, and pay very close attention to how many sprites you use. Test your hack...and if you notice slowdown or some sprites not showing up...change the sprite memory settings, or just get rid of some sprites. There were three examples of this happening in your hack that required me to not only backtrack, but actually restart the level in one instance.
Removed

Hack Name: Super Mario Redux 2 - Demo 2 Demo - 96.8 KB - 17 downloads.
Length: 16 levels
Author: TRS - Submitted by: TRS
Description: (Ignore the lines on the tops of the screenshots)

This is demo 2 of Super Mario Redux 2. It is a vanilla hack which focuses on level design.

Enjoy.

Here's Why

Finally, a log that has less than 20 screenshots. Anyway, I really enjoyed this hack. Your level design is superb, and I didn't find anything wrong with the levels just using vanilla graphics. You added some nice scenery and varied terrain. However, there are two major things that needs to be fixed. I'm sure you can guess one right off the bat...but let's get to it.



Try to fix the palette for the letters.



Major error #1. Hitting a P-switch caused this to happen. I don't know what caused it...but it looks like the level brought up that "3 coin block" bonus game. Because of that, the level became littered with question blocks, and created cutoff in the walls. I really don't know what caused the problem...but take a look in LM to see if you added something out of the ordinary.



Slowdown.





Major error #2. This is a given, and I probably don't have to explain why this is a problem. Although all of this was intentional...it still goes against the hack submission guidelines. Because of that...we can't accept your hack. I actually thought it was pretty interesting how the level got more "corrupted" as I pressed on, but the glitched enemies proved to be incredibly annoying. Not only that...but you had an endless bonus room.



Slowdown.



Cutoff from the stone in the lava.

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

So yeah...fix those two major errors, and you'll be good to go.
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