I present to you the
BIGGEST hack removal log to date. Not in terms of pictures, but rather, in terms of the number of hacks.
Removed
Hack Name: A halloween walk - 176.2 KB - 45 downloads.
Length: 7 levels
Author: MATTAN - Submitted by: MATTAN
Description: A short fun, awesome halloweenish hack. Have fun ;)
Reasons
1. Stuck forever! Seal up the top with blocks you can't move through, like make the top of the chunk of ground solid.
2. Ok, so the Piranha Plant is BEHIND the bush, and MARIO is in front of the bush... so why, logically, would it hurt Mario, if it's not going "for the screen"? In other words, don't have Piranha Plants sink into non-solid areas, but rather, attach them to solid ground so when they retreat, you can't get hurt by them when you can't see them.
3. Some non-solid walls have solid graphics, so it's rather deceptive. For the wall that is in the red box, make it non-solid. Also, so that the player doesn't have to guess whether or not the wall is solid, all of the non-solid walls should have non-solid graphics. Yes, you can do this without cutoffness.
4. Jointed tile fail next to the pipe.
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Removed
Hack Name: Mario's Halloween Adventure - 131.3 KB - 28 downloads.
Length: 2 levels
Author: Barstar Shison - Submitted by: Barstar Shison
Description: A simple Halloween Minigame. Unzip and enjoy!
Reasons
1. The potential to get stuck forever in a few spots since much of it requires the cape, and there's a p-switch puzzle with no panic pipe or door.
2. Is this jump going to kill me?
On a similar note, the castle was very hard. One hit means you die in the flying part. Here's a trick, for players out there who are stuck on it: Try the slowest possible flying speed, and stay near the top of the bottom path. The top one is probably a nightmare to get through, but if you are flying slow on the bottom one, you should never fly into a Thwomp.
3. Flashing Koopa?
4. Random bad corner tile.
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Removed
Hack Name: SM: Search For The Green Pearl (demo 1 fixed) Demo - 75.4 KB - 21 downloads.
Length: 6 exits
Author: jcv1235 - Submitted by: jcv1235
Description: This is the fixed version of demo 1, where I fixed 3 minor problems. If you are wondering if finding the green pearl means this is the end of the game, it's not. You will not be disappointed downloading this game! Please rate and review. Difficulty: Medium
Reasons
1. Y, ELLO THAR, YE OL' KAIZO TRAP
... ARRRRRRRR
2. Bad placement of lava slopes and pipes - they're too close, so sometimes you can't avoid a Piranha Plant that's coming out, regardless of where you are on the raft.
3. Blind jump. All the way up there where the two Koopas are, I still have no indicator of where this tiny island is.
Also, hooray for the suckiest arrow ever drawn in MS paint =o
4. a
5. One thing you could do to leave the invisible coin blocks where they are is use Direct Map16 Access and the Map16 Editor to create tiles around here that act as windows - kind of like MATTAN's halloween hack has a few screens above.
6. Mario starts at the bottom of the screen, so yeah. C0, C0 is the init position you want.
7. Grammar.
*Mario
*Sorry,
*I'm
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Removed
Hack Name: Quest for Revenge Demo - 69.7 KB - 16 downloads.
Length: 3 levels
Author: W.E.B. SonicBlue57 - Submitted by: W.E.B. SonicBlue57
Description: This is my long lost hack. Wouldn't you believe it, I found it right on C3, how about that? Anyway, this features nothing but a new overworld, 3 levels, and no kaizoish traps. I wanted to use the SMW graphics. This also has SMAS (Super Mario AllStar) music.
Reasons
1. Dragon coin on a subscreen boundary.
2. The second and third levels were almost skippable since there were a lot of empty parts where no threat or ground were.
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Removed
Hack Name: Super Mario World: Project Shadow Wolf v0.1 Demo - 148.4 KB - 30 downloads.
Length: 2 levels
Author: Shadow Wolf TJC - Submitted by: Shadow Wolf TJC
Description: This is my hack that I started about a month ago (when I 1st got my copy of the Super Mario World ROM, along with Lunar Magic) and am now submitting in time for "C3". Although it's still in the alpha stages of development, and although I've yet to come up with a definite title name or storyline for my hack (which is why I've decided to call this demo hack "Project Shadow Wolf" for now), I did manage to create 2 full-fledged levels complete with custom blocks & some custom appearances for blocks & sprites (including a touched up football sprite, custom sprites for the breakable bricks, dash plates, spikes, etc., & even a portrait of Bowser himself (Maybe he's narcissistic?)).
Speaking of which, I was planning on poking fun at the Mario series as a whole, so expect me to use some sarcasm in my hack's in-game messages and such. Other than that, I was also planning on implementing custom graphics (including ExGFX), music, sprites, & more for this hack, though I still have alot to learn about.
As for level design, I was planning on designing many of my levels in such a way as to revolve around certain themes or gimmicks (kind of like in the Donkey Kong Country/Land series). One of my 2 finished levels, "Boost Plate Bastion", makes full use of boost plates for example.
My other level, simply titled "Mushroom Plains 1", was designed as a sort of warmup level, though compared to the average level in Super Mario World, I'd say that it's about moderate in difficulty. Boost Plate Bastion, on the other hand, could be a bit more difficult, though getting extra lives is rather easy (kind of like in Super Mario Galaxy, where the gameplay is sometimes so difficult, that 1ups are easy to find).
Anyways, here are some links to my screenshots, which feature a description as to what's happening:
Title & Steep Slopes: http://s255.photobucket.com/albums/hh157/ShadowWolfTJC/Super%20Mario%20World%20ROM%20Hack/?action=view¤t=Super_Mario_World_U__00000.jpg
So Cliché: http://s255.photobucket.com/albums/hh157/ShadowWolfTJC/Super%20Mario%20World%20ROM%20Hack/?action=view¤t=Super_Mario_World_U__00004.jpg
Monty Ambush!: http://s255.photobucket.com/albums/hh157/ShadowWolfTJC/Super%20Mario%20World%20ROM%20Hack/?action=view¤t=Super_Mario_World_U__00007.jpg
Kind of like Sonic the Hedgehog, eh?: http://s255.photobucket.com/albums/hh157/ShadowWolfTJC/Super%20Mario%20World%20ROM%20Hack/?action=view¤t=Super_Mario_World_U__00003.jpg
Timing is Key: http://s255.photobucket.com/albums/hh157/ShadowWolfTJC/Super%20Mario%20World%20ROM%20Hack/?action=view¤t=Super_Mario_World_U__00002.jpg
Careful where you Bounce: http://s255.photobucket.com/albums/hh157/ShadowWolfTJC/Super%20Mario%20World%20ROM%20Hack/?action=view¤t=Super_Mario_World_U__00005.jpg
Makeover in the Haunted House (Not featured in hack.): http://s255.photobucket.com/albums/hh157/ShadowWolfTJC/Super%20Mario%20World%20ROM%20Hack/?action=view¤t=Super_Mario_World_U__00001.png
I plan on uploading more as I develop my hack, so stay tuned as I reveal more information.
Oh, and here's my album of gameplay footage:
http://s255.photobucket.com/albums/hh157/ShadowWolfTJC/Super%20Mario%20World%20ROM%20Hack/
Reasons
1. Well, you have some really cool ideas in this hack, but some slight problems with object placement kind of ate it up, since there is a chance depending on when you jump into the accelerators (and the factors are usually offscreen), that you end up hit or dead. >_<
Over the course of testing, I was flung into that wall twice.
Perhaps use the Map16 editor to your advantage here - if those ropes are conveyor ropes (I don't remember if they were normal or conveyor since I moderated a lot of this stuff during C3 and not today) then you should probably make some cement blocks with the same property as the conveyors and attach those to the end of the ropes. Otherwise, redraw the ropes or use cloud platforms instead.
2. Lava splash glitch
3. Some of the biggest slowdown I've seen yet in a hack in this one part:
4. Auras around invisible fire
Just look above you...
If it's something that can be stopped, then just try to stop it!