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Hack Removal Log

Link Thread Closed
Hack Name: TAS Challenge
Length: 2 levels
Author: marioVSshadow - Submitted by: marioVSshadow
Description: A one level hack that is perfect for experienced TASers to play. All credits are in the game itself

Reasons


Hey! I'm not on any drugs!
...not for the past week anyway.


I realize it's not the focus here, but uh, you could've chosen some better palettes for the submap.


Getting in here can be quite difficult, since there's another hidden ? block that can keep you from getting up there and force you to restart the level.


I'm guessing this is the end. There doesn't seem to be a way to reach it.

In all honesty, I'm not sure what this hack has going for it that makes it especially good for TAS'ing. It doesn't seem to have a bunch of shortcuts to exploit, and it's quite bland and uses too many cement blocks.

Originally posted by Hack Submission Guidelines
4. Unless you intend to make your hack contain very long and very high quality levels, demos which are too short to provide any feedback on or be enjoyable will be subject to removal.
Hack Name: Super Ancient World- 7 Tales
Length: Unknown
Author: UmbreonMan9 - Submitted by: UmbreonMan9
Description: As Mario goes on a master quest... he must fight dangerous things.

Reasons


Man... I always loved hearing Corridors of Time from Chro- huh? The star muted the music, and when it was over, it played the standard SMW overworld theme. You might want to keep Mario from getting a star next time.


Why are there floating upside-down munchers and discolored berries in Yoshi's House?


The beginning of the first level was annoying since you were placed very close to enemies and had little time to react.


You might want to get rid of the bush tile on the bottom and keep the goal post from cutting through the bush on the top.


The squashed Goomba frames mess up like this. Try fixing the graphics. There should be a patch that does this.


More cutoff and floating stacked munchers. :(


The Podoboos here weren't able to rise up. Be sure to put them at the highest point you want them to reach.


More cutoff.


Display message makes the layer 3 water disappear and the water could be better.


Pipe halves with different colors generally don't look very good, and it cuts off a bit here too.


Issue with Yoshi GFX here.


...I was lucky to make it out of here alive. Also, at random times, I found myself being pulled into the ground and died. I have no idea why.


Bit of cutoff for the boss door here.


Might want to fix up the palette here.


Again with the unfair entrances. Also, I found no way across the area of munchers without taking a hit.


aaaaaaaaaAAAAAAAAAaaaa! There wasn't even a Bullet Bill shooter here!


Enabling sprite buoyancy should get these fish to swim normally.


I'd fix the pipe half issue here too.


Display message removes the layer 3.


The graphics for the spiny ghosts look strange, especially how they suddenly get a spike on their shell at some points.


The display message messed up the layer 3 here too.

While this hack wasn't bad, it had quite a few issues as mentioned, and many of them seemed to recur. Unfair level entrances, quite a few cutoff tiles, issues with layer 3 getting removed by messages, etc popped up often. Please work on fixing them and keep them in mind when you continue working on this.

EDIT: Forgot about this, but please don't include ZSNES and LIPS next time. Most people should have it already, and it just makes the download time longer, especially for people with dialup.
Removed
Hack Name: My super mario hack demo Demo - 132.7 KB - 31 downloads.
Length: 7 levels
Author: shiloa437 - Submitted by: shiloa437
Description: This is not a vertigo hack this is my hack its a demo for my real hack thats gonna be ten million times longer this hacks difficulty is medeium for begginers and easy for someone who can beat kaizo mario(like me!)

Reasons
Actually, I found this hack's difficulty level annoying.


Using gimmicks from Kaizo games is not something I would encourage.


Excessive enemies + Munchers = artificially increased difficulty level, a.k.a. Kaizo


Fishy swimming through land.


Switch color doesn't match OW Switch Blocks that fly out. Also, it's a bit early in the game to need switches, isn't it...?


...Yes it is.

You can't progress any farther in this hack without beating the Disco Chuck spam level, which I'm not going to do.

In accordance with our Hack Submission Guidelines, this hack was rejected for the following reasons:

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.

7a) Keep it fair, and keep the hack at a legitimate difficulty!
i.e. Avoid things like death after the goal, blind jumps, forced damage, excessive enemies, places where you can get permanently stuck, excessive 3-UP moons, etc.


In general, I think you need to spend a LOT more time playing some of the featured hacks here to get an idea of what this site aims for. Please don't submit any new content until you have something similar to what our guidelines suggest. Good luck, and keep at it - you can do it!

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: Rico Koopa: Rise to a new Koopa! Part 1 - 170.8 KB - 35 downloads.
Length: 1 level
Author: Rico Koopa - Submitted by: Rico Koopa
Description: Mario was heading to the Mushrooom Kingdom to see the princess. On the way, Mario sees Yoshi. Yoshi told Mario that the new koopa, Rico Koopa, took the princess. Now it is up to him to save the princess.

Reasons
I think you're off to a good start, but you need to spend some more time on things. I think the key thing at this point is level design - play some old Mario games or some of the featured hacks here to get ideas on how to make varied level design. Add more enemies. Add more background details. Put in coins. Make things graphically consistent.

Like I said, you're not off to a bad start - I think you just need to spend some more time hammering things out. Last but not least, we really need a complete 5-7 level world before something is ready for submission.

In accordance with our Hack Submission Guidelines, this hack was rejected for the following reasons:

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.

4. Unless you intend to make your hack contain very long and very high quality levels, demos which are too short to provide any feedback on or be enjoyable will be subject to removal.

7a) Keep it fair, and keep the hack at a legitimate difficulty!
i.e. Avoid things like death after the goal, blind jumps, forced damage, excessive enemies, places where you can get permanently stuck, excessive 3-UP moons, etc.

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.



This "springboard" is a glitched P-Switch.


Levels with this sort of rough blocky visual design are generally discouraged. Why not use the actual Ghost House graphics?


MY EYES!


Boring, Kaizo-ish, repetitive level design.


Repetitive level design. Cool use of the spinning Ludwig's, though!


It's nice that you can clearly use ExGFX and palettes well - now you just need to polish your level design. For instance, these are SMB3 Stretch blocks, but there are no ghosts - not very logical.

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Hack Name: Mario's infinite hill.
Length: 1 level
Author: razenoku - Submitted by: razenoku
Description: This is my first hack, it's made only with lunar magic but sure you like it.

Raisins


Mario appears to be off on the OW here. He can access both levels, but doesn't seem to be right on them. You might want to fix up the paths a little.


Gray platforms seem to go for several screens. To be honest, it gets rather repetitive.


You've given no indication you needed the shells from the beginning of the level. If you don't have them, you can't take the cloud across.


Cutoff.


Uh... having layer 3 water and regular water tiles doesn't make sense.


...and the message box kills the layer 3.


Whoops.


There's no poison water here in the first place. I noticed several more irrelevant messages like these: you should probably remove them.


Please don't go so moon-crazy in the future. :(


This box palette could use some work.


Parts like this are quite frustrating, since you can't see what you're standing on.


Yeah... I'd suggest fixing up this palette too.

There were some issues with bad palettes and cutoff tiles in this hack, but a lot of what I noticed were blatant level edits. Be sure your hack contains ORIGINAL levels, and use CTL + DEL to erase any trace of a SMW level before you start your own.
Hack Name: Bowser's Homeland
Length: 8 exits
Author: DarkMark BlackMark10 (Youtube) - Submitted by: DarkMark
Description: This hack has no Custom Content. It is my first one, so it's not that good. Please give me any ideas or suggestions.

Reasons


Spike top for a goal sphere. I'd suggest using a regular goal post or have a pipe lead to the goal sphere so you can use a different tileset.


Sprite memory issue. You may want to try a different sprite memory setting.


If you didn't bring the P-switch, you're stuck here forever and forced to wait out the timer. It would be nice to have the pipe lead you back at least.


For some reason, beating the switch palace made a tile flash here.


Might want to move the Yoshi coins away, seeing that they do this with the fade out.


Not a huge issue, but you might want to change the sprite palette a bit for the Eeries. This one isn't the best.


It's a bit annoying how the water rises along with you in this level. You may need to disable vertical scrolling or use edit's custom sprite to fix this issue.


I wasn't sure about the behavior of these blocks and why they were there. The blue ones seem to act like ledges and you fall through the gray ones.


Being able to pass through pipes here is a bit odd.


Bad sprite memory settings here.


You know, I'd recommend getting rid of the Magikoopa completely in this level, since it just makes other sprites become transparent for a moment.


Bits of the lava and the Lil' Sparkies' eyes don't show up, also due to sprite memory settings.


While your overworld isn't bad, it's a bit cut off in places and the blue water doesn't really fit in.

For a first hack, this wasn't bad at all, and the level design was pretty solid apart from the issues mentioned. I hope you'll polish this up a little more and resubmit.
Removed
Hack Name: L4good island (fixed 2) Demo - 214.4 KB - 15 downloads.
Length: 6 levels
Author: L4good - Submitted by: L4good
Description: this is my L4good island demo. i fixed all the bad edits i was told to fix on the hack removal log. so i hope you enjoy this hack and have fun.

Reasons
This was last moderated by WhiteYoshiEgg. You did seem to fix several of the issues he mentioned; however a few still remain. I'm going to requote what was still problematic in this version.

Apart from that, this isn't too bad really. My two biggest criticisms would be your use of P-Switch bridges (with no way to reset if the player messes up) and Switch Block bridges (which require the player to find a switch before they can play a level - if they haven't used the switch yet, they can only die when they reach the unfilled bridge).

Other than that, the levels themselves could use a bit of work. There are several repetitive sections with lots of similar enemies reused over and over (i.e. Chargin' Chucks all over the place). Vary the enemies more. Also, in Level 2, there were about 10 Koopa Troopas in one screen - you can get a ton of 1-Ups if you kick a shell at them. I would remove some of those.

Here is what still needs fixed - please don't submit your hack again until you have found a solution to these issues. If you need help, just ask in Basic or Noob SMW Hacking.

Originally posted by WhiteYoshiEgg


What you need to fix, however, is that the player has to beat the yellow switch palace in order to proceed here. You should make the level side-exit-enabled, so one can leave the level without dying. Better yet, get rid of this whole "switch requiring" idea.
[WYE's note: I think he made the level side exit-enabled now. It would be nice if you, L4good, informed the player that he can leave the level though. However, you also require yellow blocks in the castle, with no way of leaving. Get rid of that please.]


I dont really like the color of the spots in the dirt here. No need to fix it, just my opinion. [Andy's note - I share that opinion]


Sprite Tile issues. Set the sprite memory to 0E (Lakitu button) or apply the "No more Sprite Tile Limits" patch and set the sprite memory to 10 to fix it.


[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
-> Removed:
Hack Name: Brutal mario new version
Lenght: Unknown
Author: skw - Submitted by: dante123456789
Description:
COOL NEW SUBMAPS AND EXGFX AND MORE BOSSES!

-> Removal Reason(s):
I am pretty sure that Carol does NOT want this hack to be submitted to SMWCentral yet, as well as I'm sure you hadn't ask him/her for permission before submitting his/her work to this website. You CANNOT submit other people's content to the site WITHOUT asking for permission beforehand, and therefore, this receives an automatic removal.
Hack Name: The hidden island
Length: 5 exits
Author: alancole64 - Submitted by: alancole64
Description: mario ship crashed into this island can YOU find a way out?

Reasons

Bad patch. I cannot stress this enough: please test your patches to be sure they work on a clean SMW ROM.

Name: SMW Glitch Training
Author: jbarker
Description: A hack that I made that was inspired by SMW glitch videos. This hack teaches you how to do various SMW glitches by talking about them in message boxes and allowing you to try them. This hack heavily encoorporates glitches.



As interesting and educational as this is, we can't really encourage the submission of hacks that require glitches to complete, sorry. Feel free to post it on the forums, though!

Removal Log
Hack Submission Guidelines
My Sites

Something awry? PM me!
Don't know what the eff "awry" means? Never PM me.

My Hacks:

Hack Name: Yoshi's Frozen Wasteland(Demo 1)
Length: Unknown
Author: drago1125 - Submitted by: drago1125
Description: This is my very first hack. If there are any problems please tell me in the reviews. This hack is also a demo, it is up to the first world

Reasons


Not really a removal reason, but why does it still say "Mario"?


The overworld is... not so good, to be honest. The castles and pipes are floating on the water at first, and the rest really lacks decoration.


Don't require having hit a switch to proceed, especially if there's no way to leave the level without dying. Get rid of this whole idea please.


The level design was bland in many places - several screens of boring, flat ground or repeating structures. These are just two examples. You can be a little more creative, can't you?


The graphics were glitched in most levels. You either have a bad ROM or a really odd taste.


You should have a mesage box (or custom block graphics) telling you how much they cost.


You offer way to many easy lives - not only in this level, but in the entire hack. One 3up-moon per world is more than enough, and the number of 1up-mushrooms should also be reduced.


Switch Palace tileset + Question blocks = Glitches.


There's no way to reset the level if the player screws up here. Put a reset pipe or door somewhere.


Lots of bad Initial position settings, which make the "camera" start in the wrong place or cause BG glitches. To fix this, click on the 2nd door button in LM and change the settings in the "FG" and/or "BG" menus.


Wrong goal sphere GFX. Change the sprite tileset using the blue poison mushroom button.


Actual ground instead of cement blocks would look so much better.


If you take the wrong path...


... you end up in this death level ad have to start all over again. NOT fair.
(Also, you can't tell that these blocks kill you just by looking at them. You should give them other GFX that look deadlier.)


Why not just replace the "death pipes" with abysses? That feels less "I can't help but go into the pipe and kill myself"-ish, in my opinion.


There are lots of traps in the hack, where you are either stuck forever or have to commit suicide if you want to get lives. Ged rid of them.


Multi-colored pipes are not okay. Don't place them on screen borders (press F1 to see them).


Never ever use floating and/or stacked munchers (black piranha plants). ALWAYS root them to something solid.


I couldn't find a way to go on here... Oh well, this seems to be the last level anyway.

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

So, as you can see, there are a lot of issues that need to be fixed before we can accept this hack. To be brutally honest, you should probably start an entirely new hack, as this one doesn't look that great. Play some of our feutured hacks tosee what a good hack can look like.

Name: The hidden island
Author: alancole64
Description:demo v1.1
Mario's ship crashed into this island can YOU find a way out?



This is a pretty good first hack - the level design is decent, the custom sprites aren't overused, and custom art is used moderately.

That said, there's a few issues that need some cleaning up.


Small graphical glitch in the intro (at the bottom of the screen)

You might want someone to proofread your text. A little capitalization goes a long way!

You should turn on Sprite Buoyancy on any level where enemies come in contact with water. Otherwise, they ignore it.

Apply the Fade Fix patch.

You might want to use ExGFX to replace the Bullet Bill sprite with an egg.

Something's seriously weird in this level - sprites keep standing on, or freezing in, thin air. You might want to get this looked into.

You're on the right track, though.

Removal Log
Hack Submission Guidelines
My Sites

Something awry? PM me!
Don't know what the eff "awry" means? Never PM me.

My Hacks:

Hack Name: Super Mario World Extended (level Beta)
Length: 6 levels
Author: Soulman - Submitted by: Soulman
Description: This is the first beta to my mario game, so there are glitches. Now I am working through them. I will add new textures, so bare with me. any coments would be appreciated. whole game + 5 or 6 extra levels.

Reasons


Some glitchy graphics on the tile screen. Click on the blue poison mushroom and change the tileset to fix them. (I don't think the glitch in the second screenshot can be fixed that way though, so you might want to use a different block instead.)
Also, the letters used for the subtitle look pretty bad - use the capital letters that don't have a black box around them.


So... This is just the original SMW with some levels added at the end? You should not make original, unedited levels accessible. Only provide your custom levels.

Since the hack's going to be removed because of that anyway, I didn't feel like playing through the entire game again to get to your custom levels. However, judging by the screenshots you uploaded, they don't look so high-quality either... I highly recommend redaing our Hack Submission Guidelines and playing some Featured Hacks to find out what to do and what not to.

(By the way, if you are aware that there are glitches, please fix them before you submit your hack - hack mods are not beta testers. If you want people to play your hack while it's in a beta state, I suggest you upload it to the file bin (as an IPS) and make a thread about it in "SMW Hack Discussion".)


 
Hack Name: Super Mario World 3:Revenge of the Kooplings (DEMO 1)
Length: 5 levels
Author: Mariosonic - Submitted by: Mariosonic
Description: The first demo of super mario world 3 revenge of the kooplings.

all of world one is edited(not overworld) except for the yellow switch house(i couldnt find out how to hack it)

Reasons


The title screen needs work, especially the 3 in the center. What's more...


It cuts off once the file select opens up.


You've got the goal tape too high here and there's garbage under it. You can die if you hit it. Why not just let players use the side exit?


The first of several cutoff tiles in this hack.


What happened to the midway point?


Oh here it is.


And here's what happens if you die after cutting it. *shakes fist*


Might want to get rid of the grass at the bottom of the goal point.


You mentioned you didn't know how to edit the Yellow Switch Palace. To do so, open the OW editor and check which level tile it uses, then go to it in Lunar Magic. With the exception of some levels, like Yoshi's house, unedited SMW levels are not acceptable here.


Why are there several rows of ? blocks?
?????????
?????????
?????????
?????????


Water with water doesn't make much sense here.


...and this was the end of the level. There appears to be no way to beat it.

This hack ended up having quite a few issues, such as midway points that didn't work, cutoff tiles, and bland, boring levels. Please work on fixing these things before you resubmit.
Hack Name: Bib's Adventure
Length: Unknown
Author: MoltovMarioWorld - Submitted by: RockinKirby3
Description: I don't want to ruin the story so I'll tell you what the hack features.

Features:

Custom Blocks
Custom Graphics
New Character

Reasons


If you take the key in the training level, you emerge in the middle of the sky with garbage on the very top.


You're forced to take a hit to get through here.


Pixel-perfect jumps are needed to get through many of the sections.


Sections like this end up being very difficult to get through.


The player can get infinite lives here.


Slight cutoff on the cliff edge.

Ulitmately, this hack ended up being too difficult to be approved. It relied heavily on walljumping, bouncing on Koopas/Bullet Bills, and certainly required savestates to get through. While the character and art style are cute, the hack ended up too frustrating to be much fun.
Hack Name: Super RTYUIO World v2.5
Length: 22 levels
Author: rtyuio54321 - Submitted by: rtyuio54321
Description: You have discovered the long lost land of the evil dictator, Rtyuio. He has powers you can not even begin to dream to start to even partially guess to imagine, and he is planning on dealing out his worst. You must find a way to get to the castle of Rtyuio and defeat his tyranical rule. You must even face....KAIZO!!!!

Reisens

ROM. Sorry, but you'll need to be banned for 3 days because you uploaded one. Create an IPS patch next time.
Hack Name: Paulkdragonmaster hack
Length: 1 level
Author: paulkdragonmaster - Submitted by: paulkdragonmaster
Description: I made this hack i hope you guys enjoy it please message me and tell me what you think! it has some parts from Kaizo but its really fun!

Reasons

This hack was submitted twice, and both times, the patch didn't work at all. Please test it to be sure it works on a clean ROM before submitting. If a patch is only a few bytes like it is in this case, surely something's wrong.

Also, I'd like to remind you that we do not accept Kaizo hacks. Hacks can be difficult, yes, but they also need to be at least somewhat reasonable.
-> Removed:
Hack Name: Mario Revolution (Demo 1)
Lenght: 21 Levels
Author: goomba head - Submittted by: goomba head
Description:
Mario Revolution Demo 1:

A new hack, a new adventure ...

History:
You will explore a new island, the new hideout of bowser.
The Princess and Yoshi's friends were caught again by the terrible bowser.they must be saved as fast as possible.
You have to go through several challenges in island to reach the bowser castle.

Features:
ExGFX:Yes
Custom Music:Yes
Custom Block:Yes
Custom Sprites:Yes
Custom Boss:Yes
HDMA:No

Patches:
Classic Fireball
SMW Time Fix
Darken Pause
Perfect Cape
Flying Disable Patch
Dark Room BG Fix
Fade Fix

Worlds:
1-Lost Island - Complete
2-Fear Cave - Complete
3-Green Valley - Beta
4-Turtle Bay
5-Hauted Jungle
6-Dry Dry Desert
7-Frozen Montain
8-Rock Valley
9-Forbidden Land

Levels and Exits:
18 Levels (2 castles,2 Switch Palaces,2 Secret Areas,1 Ghost House,11 Normal Levels)
21 Exits

Credits in final version.

Sorry for bad English.

-> Removal Reason(s):

First of all, I would like to congratulate you on the highly noticeable effort that you have put into this hack during its development. Seriously, I think this is the best hack I have moderated so far, and it is certainly a shame to remove such a great hack from the site.

The main reason this hack has got deleted has to do with the following:


As you can see, the event that is revealed as soon as the "Fear Cave 2" level is beaten is somehow messed-up. I'm not exactly sure what causes this to happen, though I would suggest moving all of your stuff to another SMW ROM to get rid of such bug - it should actually work. If it doesn't, though, then I guess I could leave that aside.

I was also able to spot some other stuff upon playing the hack that can easily be fixed, such as the following:


The Classic Piranha Plant's vine could be colored green instead of being colored red. To make it green, either apply this patch into your ROM, or use some of the unused colors included within palette 0C for the green (although, I don't quite recommend going for the last way, as it has a minimal chance of VRAM corruption).


I'm actually on the Amazing Flying Hammer Brother's flying blocks in this area, though they sometimes vanish due to the fact that this level's sprite memory is apparently set incorrectly - try setting it to 0B to fix every issue related to certain sprites getting disappeared at times.

Also, I couldn't get any further the ghost house level, mostly because of the small amount of time that was given to beat it - it would be pretty cool if you increased the time limit of this level.

Aside from everything I have just mentioned, here's something very minor that you might be interested in fixing up, as well:


Weird colors among the most frequent ones of the above objects (I mean, it is kind of awkward to see some unecessary red parts in something whose predominant color is blue, for example). Also, in case you're wondering, I'm refering to the throw blocks' colors and the Yoshi egg's ones, as well.

-> Suggestion(s):
  • The only suggestion I've got for this project is to look for someone who would be willing to help you with the grammar (I, for example, would be quite interested in helping you! :D). Not that your hack would get an instant removal if you didn't find someone to help you in such area... I just think your hack would shape up better if you had someone's assistance in that (AGAIN, I would be glad to help you, if you'd like). I'm just throwing that out here because it took me a while to figure out the actual meaning of a few messages found throughout the game, such as this one:


  • Again, you are NOT OBLIGATED to have someone to help you with your grammar, but it would certainly be a plus. ;)


    That pretty much sums it up. I hope I see all the major flaws I came up with while moderating this hack fixed by the time you re-submit this hack. Really looking forward to moderating it once again - I really DO want this to be approved.
    -> Removed:
    Hack Name: Piper challenge
    Lenght: 1 Level
    Author: Piper12 02 - Submitted by: Piper12 02
    Description:
    LOL

    -> Removal Reason(s):
    Let me explain the reason for this hack's removal by just stating something QUITE logical, yet EXTREMELY simple:

    Bad patch = NO
    Utterly stupid description = NO
    Utterly blatand edit of the original SMW overworld with LOTS of cutoffness issues along it = NO

    Please test the IPS patch(es) for your hack(s) before submitting it/them to the database. Also, judging by the screenshot that was included in the download page, this needs A LOT of work. This means that, if you REALLY want for this hack to get accepted, you must get rid of every single issue your hack may contain, especially all the cutoffness issues that can be easily noticed upon looking at that screenshot.

    Hopefully your I.Q. is actually higher than 30 for you to realize why this hack got an instant removal. >_>
    -> Removed:
    Hack Name: Tiny Mario Adventures (Demo 1)
    Lenght: Unknown
    Author: Mriohony - Submitted by: Mriohony
    Description:
    this hack about tiny

    -> Removal Reason(s):
    Similarly to the above hack, the IPS patch for this one was apparently corrupted or something, as the patching process into any (clean) SMW ROM seemed to always result in a bad ROM checksum. Please test your hack's IPS patch before submitting it to the site, so that you truly know whether your hack would work fine on any emulator or not.
    Link Thread Closed