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Hack Removal Requests
Forum Index - SMW Hacking - SMW Hacking Discussion - Hack Removal Requests
Pages: « 1 2 3 4 5 6 7 8 9 » Link - Thread Closed
That's the end of the demo... >.> I wonder if it's ok, though...
Whoa, you actually took the time to play through it?
EDIT: Screw it. >_> Could you replace it with this? Thanks for the 100th time. xD

Oh, and could someone delete this? I hate it now and it just sucks. >_<

Oh, and I'm trying to submit the next demo soon, but I don't know when it'll be. :P

Originally posted by alexnobody
Originally posted by icegoom
Oh no! A remake that isn't completely accurate? We'd better delete Super Mario Bros. DX, Lost Levels DX, and Super Mario Bros 2. DX as well, since they're not exactly like the games they're based on. I really don't understand why the existence of this hack offends you so, alexnobody.


I did consider requesting Lost Levels, but not because it wasn't "exactly" like the original, and neither with this one. It's that so many things are wrong that could quite easily be changed.

Think about it. Bowser Jr. is very much like Boom Boom. Isn't it possible to directly rip Boom Boom anyways? And why leave in the wall jumping spots if you can't wall jump? Even if you can't fix them, just get rid of them then! No need to make players think that there's something in that direction only to realize that they've just wasted time, trapped themselves, or killed themselves. I could say much more for Lost Levels DX if you want.

Originally posted by icegoom
Point out a place where you got stuck because you couldn't wall jump.


In the fortress, there is a spot which you have a choice: walljump up the left, or jump through the perilous right side with the deadly spikes. If you leave in what look like a choice, only to leave one side a dead end, I'm sure you will be leaving in other such spots, right?
Originally posted by icegoom
I can understand wanting to un-feature it. It's short and has several graphical glitches. I thought it would be helpful to feature it since it has a new Mario and some original environmental graphics which people can rip, and it has some value as a base hack. But completely deleting it? That seems unnecessarily harsh for something that has more changes than many full hacks hosted here.


Why are you talking about graphics? I don't care what a game looks like, as long I don't go blind. If you wish to allow graphics to the public, make a straight graphics hack.

Value as a base hack? Strange to see someone wanting their work to be copied by others. Either way, no one will, if for nothing more, than because it's against the rules, isn't it?

More changes than most full hacks? Like what? The OW and levels have been changed for certain, but have no other hacks before it? Unless you mean the graphics, I've no clue what you mean.
Okay, I wanna say, get a half-assed straight opinion, you're picky for a beginner, I wanna see you try and do what Icegoom did! Also, I'm not sure, but Funkymunk's Ultima Mario World is a little strange, the palettes made my eyes bleed, and the extreme pipe mize was a little...well....extreme.....from what I've seen, it's a little flawed, but not TOTALLY deserving, just my hated opinion.


--------------------
-Inky
Where have I been? One word, SHORYUKEN!(In english, acticipating the pc release of the 4th Street Fighter game, after a total of more then 5 years, a GOOD sequel, yay!)
darklink: Ha ha! OK, replacing again. I'm going to assume you've just fixed the exit, since I don't think I want to play through the game a second time just now. I'll also get rid of the original Triforce Island.

EDIT: OK, so now that I try out the newer version of Luigi's Last Desire, it starts me out on the map at Prehistoric Cave 3, which is the end of the demo, so I'm reverting it back to the previous version until you can change that.

Inky: Yeah, Ultima Mario World's been sitting there for a couple of days now. Seems like I had reservations about it when I played it, but I guess I'll just go ahead and approve it and get rid of it if people find too many problems with it.
This is a little late but...


I quite enjoyed playing the NSMB remake, it incorperated GFX changes I never imagined possible, and it worked. It was fun to play, and to replay every once and a while. Many of the things featured in it are quite ingeinious (spell-check), like small mario acting like micro, and making charging chuck into bowser jr. I don't understand what the big deal about Bowser Jr. is, I think it is rather creative.
Bah, don't worry about it guys. His request is denied, so lets just drop it and move on.

I'll test Ultima Mario World this weekend.
ummm... what about the bramble scramble demo, i played it and it was wayyyy to hard. i was using savestates every 5 seconds

--------------------
Please remove SMW Hardcore and Ultima MW. Ultima don't use ledges, just blocks, the OW events are wrong, the levels were laggish and all that... Hardcore is just a 105 crappy hack.
Ack, I always do something wrong. >_<
I... was testing the last level...

It's fixed now in this one...
Thanks for the 101th time. xP
Get rid of Super Tetris World.

I'll be submitting a fixed up demo 1 soon which will now be called Super Mario - Tetris Takeover.
In reply to the post about UMW

I explained what happened with the graphics - I seriously tried to get rid of those exgfx that i was using just to see if i could get exgfx to work - But someone went wrong, and even when i switch back to the original gfx file the ledges dont work. (Well, they work, but look horrible.)

As far as I know, the overworld events arent messed up... You cant get past the fortress, neither it or Darkland Fields are made...

If the overworld IS screwed, its been fixed now... As far as I know, only the second level is laggy, im still working on fixing it.
Originally posted by Funkymunk
In reply to the post about UMW

I explained what happened with the graphics - I seriously tried to get rid of those exgfx that i was using just to see if i could get exgfx to work - But someone went wrong, and even when i switch back to the original gfx file the ledges dont work. (Well, they work, but look horrible.)

As far as I know, the overworld events arent messed up... You cant get past the fortress, neither it or Darkland Fields are made...

If the overworld IS screwed, its been fixed now... As far as I know, only the second level is laggy, im still working on fixing it.

You CAN pass the fortress. The fortress is just the first ghost house in SMW, and if you clear it, the OW get owned by the event.
And you are may using custom pallete... or you have applied ExGFX before reinserting the GFX. And release a demo with at least 5 levels/one world.
Originally posted by Kelgis
Originally posted by Funkymunk
In reply to the post about UMW

I explained what happened with the graphics - I seriously tried to get rid of those exgfx that i was using just to see if i could get exgfx to work - But someone went wrong, and even when i switch back to the original gfx file the ledges dont work. (Well, they work, but look horrible.)

As far as I know, the overworld events arent messed up... You cant get past the fortress, neither it or Darkland Fields are made...

If the overworld IS screwed, its been fixed now... As far as I know, only the second level is laggy, im still working on fixing it.

You CAN pass the fortress. The fortress is just the first ghost house in SMW, and if you clear it, the OW get owned by the event.
And you are may using custom pallete... or you have applied ExGFX before reinserting the GFX. And release a demo with at least 5 levels/one world.

Hmm I thought I edited the fortess and darkland fields to level 3 (Top Secret Area) And added a message box saying "Level Not Made"...
Funkymunk: You must have forgotten to change the level, because you can beat the fortress and get glitchy events to activate. This doesn't really affect gameplay, I guess, but yeah, you probably should have made at least a complete world before releasing a demo.

darklink: Um, I hate to say it, but that's still starting me out at Prehistoric Secret instead of at the beginning of the game.

SuperMarioSquig: All right, getting rid of first Tetris World demo.

delmaru: Yeah, I've considered deleting this one myself, but I've relented. Bramble Invasion is too hard to be anything near fun, but I suppose it does all work properly. Do we delete functional games simply because we don't like them? Let's get a couple more opinions on this...
Originally posted by icegoom
Do we delete functional games simply because we don't like them? Let's get a couple more opinions on this...

Well, it's not because we like os dislike, it's becausa EVERYONE like or dislike. The levels can be hard and easy, but needs to be fun. Slowdowns and "HAHA NO 1 CAN BEAT MY LVLS I ROX0RS" make the hack instantly bad. There is the fun hard and the frustating hard, who wants the frustating? NO ONE. Look these examples:
TSRP2. It is very hard, but still very fun.
SMI2. It is hard, but some times get frustating.
So we can see why some hacks get out because "we" not like it.
It's fixed now in this one... I promise!!
Thanks for the 102th time... xD
Oh, and now could you change the exits to 10? Thanks. >_>
Now that one works. Replaced.
well i didnt mean just delete the darn thing, i do want some others to express their opinion too. i did beat it, but it was hard

--------------------
Originally posted by icegoom
Do we delete functional games simply because we don't like them? Let's get a couple more opinions on this...


I don't know. There's some amount of discussion available there.

If a hack has bugs, glitches, problems, unbeatable levels, it should probably be removed. Nobody really wants to play a hack with glitched enemies or unbeatable levels. However...

We got rid of Kaizo Mario World due to difficulty alone. It actually worked and didn't have any glitches. Really I hated the difficulty level of it and it was insanely evil, but I played through it. It's an example of "don't like it" hack.

Then again, there's things like Rob-omb's Quest. If you do any secret exits you'll see some crazy garbage on the overworld. Very glitchy. It also has some annoying enemies that look like you can jump on them, but you can't, which I think is one of the most annoying "bugs" in any hack. I didn't like it, but that one's kept around for various reasons, so is an example of the opposite.

There's also other things to consider. For instance, even if it's a fully working hack with no bugs, it could just be like Super Carlos World, and be slightly edited original Mario levels... or just a hack with different palettes. I don't think anyone really wants to play those.

Plus, even if the levels are original and there's no glitches or problems, what if every level is made entirely out of cement blocks, is completely linear, and repetitive? I've seen hacks like this rejected plenty of times.

There's also a hack that BB Link rejected for having too many blind jumps, although I didn't see any actual errors in the hack itself. I suppose it depends on the current reviewer and the hack.

Sometimes it's hard to judge if a hack is up. One has to consider if people would actually want to play it. If it's just remakes or things that people have seen before, would people really want to play it?
^^^In other words, if it has retarded stuff in it, or nobody wants to play it, then it gets removed.

It all comes down to the fun factor.
All good points, Dispari.

We do have to judge hacks on a case-by-case basis. Some hacks we grandfather in on the basis of historical value, even if they'd probably be rejected if they were submitted new today. I get as sick of playing the original levels as anyone, so I have no qualms about killing a hack that just has levels that are slight modifications of the original game. Ugly cement block levels are more of a grey area for me. If they're original and they're not glitched up, I feel less justified in destroying them, despite their obvious suckitude. Same with hacks that are too ridiculously difficult. I don't like them, but there are people who live for super difficult stuff, so those hacks were made to cater to them.

Heh, I guess I'm probably the most lenient staff member when it comes to hack moderation. If it looks like some effort has been put in and I can't find any glitches that prevent the game from being completed, I'll generally let it stay, even if I don't like it very much personally. Whereas Link will torch anything that's not fun, and I do admire that.

But if I'm not liking a game, I do look for any excuse I can find to nuke it. A recent example being Reini's Metroid-themed hack, which was difficult enough that I really wasn't having fun, so the first glitch I thought I encountered, I stopped playing and denied approval. (And then had to take it back when I found out it wasn't an actual glitch) And on the other hand, if I'm really liking a game, I'll let it stay despite discovering glitches which should technically disqualify it. (It's possible to get stuck in a few areas of RamzaNeko's games, but they're nicely done otherwise)

So anyway, can I honestly see any value in hosting Bramble Invasion? If it weren't for the (possibly stolen) ExGFX, this would just be two levels made of cement blocks and Munchers. Meh, I wouldn't be at all sad to see it go, and I'm thinking the author's already got all the useful criticism he's going to get. I'm going to look over the other hacks uploaded today and get back to this one, I guess.
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