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The Legend of the 5 Elite Guards

NAME: The Legend of the 5 Elite Guards
AUTHOR: Baby Eater
DESCRIPTION: What You Need:
(is included)
Legend of the 5 Elite Guards.ips
(is not included)
snes emulator
Lunar IPS
Clean SMW rom

I would like to personally thank the people of the "general hacking help" forum for helping me with the problems i faced while hacking.

Most of the story is explained in the game, but the gist of the game is this:

You are chosen by the king (the king is me) to defeat the 5 Elite Guards who have betrayed him (him being the king)
Each Guard has a personality [so far the only REAL personality is Gonz, the others will be changed in the next few releases] and each personality is what their castle is based upon.

I hope you have fun playing this hack, and enjoy the story I tried to create. Please let me know of any helpful tips, ideas, bugs I didn't catch, or your opinion. Any help I am aware of will be credited to you.



DENIED!

No proper screenshot included. Make some more in-game screens via F1 in ZSNES for example, then resubmit.

Sigh I actually want to play a hack now D:
Check out
my hack thread (Taomb)
my twitch (currently only hosting Pokemon runs, inactive)


Exits done: >50, Overworld: 99.8%
Play through Taomb Demo 3
Taomb is almost finished. It will definitely be relased in 2025 after 17 years of work!

Hack Name: The Legend of the 5 Elite Guards
Length: 10 levels
Author: Baby Eater - Submitted by: Baby Eater
Description: What You Need:
(is included)
Legend of the 5 Elite Guards.ips
(is not included)
snes emulator
Lunar IPS
Clean SMW rom

I would like to personally thank the people of the "general hacking help" forum for helping me with the problems i faced while hacking.

Most of the story is explained in the game, but the gist of the game is this:

You are chosen by the king (the king is me) to defeat the 5 Elite Guards who have betrayed him (him being the king)
Each Guard has a personality [so far the only REAL personality is Gonz, the others will be changed in the next few releases] and each personality is what their castle is based upon.

I hope you have fun playing this hack, and enjoy the story I tried to create. Please let me know of any helpful tips, ideas, bugs I didn't catch, or your opinion. Any help I am aware of will be credited to you.




Reasons

Not too bad overall, but some things need to be worked on before this can be accepted.


Don't make the player die in the title screen. While in this case that doesn't seem to produce game-breaking glitches (it usually does), it looks pretty unprofessional.


The bottom of the cliffs on the right side doesn't match with the top.
Also, a whole map containing levels with message boxes isn't exactly the most efficient way to tell a story. Not a removal reason or anything, but you might want to learn how to make more efficient cutscenes. There's plenty of tools and tutorials for that.


Something's wrong with the cliff lines on the left.


The cave tileset doesn't go well with the grassland palette.


I can squeeze through slope constructions like these and end up inside the ground.


That key doesn't always spawn. You might want to remove some of the fish in this area.


Oh boy, nothing turned into nothing!


Goombas have glitched graphics when squished.


The rope's slightly cut-off.
Also, most of the Goombas here don't serve too much of a purpose (let alone pose a threat) since they fall right off the platforms before you can reach them. They make even less sense when placed on platforms - since platform sprites don't interact with anything other than Mario, enemies fall off right away.


Connecting slopes to walls directly isn't a good idea, as I can walk through them sometimes.


Why are these Koopas even there? There's no way for the player to reach them before they fall to their death.
Your level design is usually quite alright, but I really suggest improving your sprite placements.


Parts of these block use the flashy yellow color. I suppose you accidentally used the wrong color when drawing?


Vines should always be connected to the bottom of something.
The bottom of a vine should have proper ending tiles too, so see if you can make some (though that's not as important).


Purple triangles need a tile acting like tile x1EB below them to work properly.


No offense, but the sliding Koopa thing's gotten tiresome by now.
Also, I recommmend not putting them right at the start of the level. I had little time to react to them there.


Slightly cutoff bush.


Kind of hard to see, but the corner tile next to Mario is incorrect. Keep this in mind:



This entire level consists of nothing but racing the P-switch timer while avoiding Koopas and Chucks, and the whole thing's not that short either. Try and think of something less repetitive if you can - adding some non-switch parts or using more enemy variants in more creative ways would help.


Pipe exits are placed one tile too high.


*have




So yeah. In case you're unsure about what errors to avoid, I suggest reading the Hack Submission Guidelines and watching this video.