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Hack Removal Log

Link Thread Closed
Removed
Hack Name: Those Darn Plumbers V0.25.2 (DEMO) Demo - 168.8 KB - 26 downloads.
Length: 12 levels
Author: nintendofreck - Submitted by: nintendofreck
Description: Those Darn Plumbers V0.25.2(DEMO)
Fixed many things that need corrected
Changed some stuff the would need to be fixed

Rom Hack by nintendofreck
(C) 2009 Visual Illusions

Reasons
The hack fails to meet the following guidelines:

Quote
2. Blatant level edits will not be accepted.
Use CTRL+DEL to remove old SMW levels. (104, C5, C7, and 3 are exempt from this.)

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.

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.


Violations of standard 2:










Summary: Ctrl+DEL. We don't want blatant Iggy's Castle, Donut Plains 2, and Donut Ghost House edits. >8[

Violations of standard 3:


























Summary: The green BG is rather bright, and colors should be toned down. Enable custom palettes and edit palette 5 - also recolor the vine to use its normal colors again since they look very, very weird. Remove the stacked munchers. In addition, the cement blocks in the shot with the water and forest set have nasty colors too. Also try custom palettes with the logs, and use those instead of the cutoff trees so you can keep the coins where they are and have windows.

End the ledges with walkthrough walls. If you can't figure out something that looks good with the forest tileset, use a different tileset. Make a Map16 tile that's an upside-down forest ceiling and also do the same with wall-connected-to-ledge tiles, but make them act like 25 so you can have a good-looking ledge floating above the water rather than the cutoff.

Move the bush or use a tile from Direct Map16 Access that's dark green with the outline on the right over the cutoff tile, to make the bush not cutoff. Put cement blocks at the end of lines.

Try disabling vertical background scrolling, or if the garbage appears in LM, fix it and test again. I seriously doubt this has to do with FG/BG position settings. If none of those work, try to cover it up with layer 1 objects completely.

Remove those weird ghost house light things from the switch palaces - they look very out-of-place as though they were glitches. Also, you have massive cutoff with the green switch palace. Extend the dirt of it to the end of the screen.

There is much overworld garbage after Yoshi's Island 4... every level, in fact, after Yoshi's Island 4. You can recreate the events and see if that works, or perhaps try the "OW Crap Fix" patch - not sure if it will work.

Violations of standard 7a:
Right when I enter the pipe at the end of the level, I'm put right here and a Buzzy Beetle walks right into me. No reaction time.


(INSERT EPIC RAEG HERE)


Vine didn't spawn because of too many sprites, so I'm forced to die.


Summary: No excuses. Remove the Buzzy Beetle from that platform. Enable side exits, at the very least, in the Poison Pond level - you should never force the player to die if they didn't get a switch palace. Reduce the number of sprites near the vine block, or just have a normal vine there if you can't seem to stop the glitch.

Violations of standard 7b:


Summary: It appears accidental, but lava should act like lava, not a solid wall.

Just look above you...
If it's something that can be stopped, then just try to stop it!
Removed
Hack Name: Quest in the Mushroom Kingdom - Demo 2.1 Demo - 300.5 KB
Length: 23 exits
Author: pieguy1372 - Submitted by: pieguy1372
Description: This is the two-world demo of my hack, Quest in the Mushroom Kingdom. It allows you to play the first two worlds as well as a preview of the third world: a total of 18 levels and 23 exits (not counting the Crossroads level). It has custom levels, a custom overworld, ripped and drawn graphics, custom blocks, custom sprites, and (finally!) custom music I resubmitted it because I noticed a few errors right after I submitted demo 2.0; can someone remove demo 2.0? Thanks.

In any case, enjoy, and please comment and rate!

Reasons
We recently implemented new Hack Submission Guidelines. This hack does not meet the following guideline:

Originally posted by Hack Submission Guidelines

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.


This hack is actually a very high-quality product, for the most part. The graphics are great and all very consistent. Palettes are always spot-on. New innovations like Red Coins make the hack fun and refreshing. The level design and size and non-linearity are all great too.

The only thing I didn't like about this hack was the steep difficulty factor. I'm not the best SMW player, and I'm sure others would not have troubles with some of the parts I did, but I think I am an average player and that most other folks would have a lot of trouble in certain areas of the hack.

While playing this, I caught myself rewind-spamming more and more the farther and farther I got into it. If the first two worlds are as difficult as they are, I dread to think of what the later worlds will be like difficulty-wise.

As things stand, I would even go so far to label a few spots as Kaizo-esque. Again, I'll show the worst offenders below. What I'm not showing, though, are the frequent places in the game where Mario takes a hit because he jumps across a pit in the most logical way, only to be hit by a cheaply hidden enemy on the other side (i.e. the Swoopers in the forest levels hidden behind tree trunks on the other sides of pits lined up perfectly to hit Mario as he lands). Also problematic for me were some of the pixel-perfect one-chance-only jumps required in certain locations. It would be very time-consuming and exhausting to point out each spot I thought was cheap, but if you have some beta testers play through this while having a real-time conversation with you, they could probably provide some great direct feedback.

So, without further adieu, here are the screenshots:


The problem here is pretty obvious - seal off the top of your ground so the player can't get inside by accident or misadventure.


Here is one of those WTF sections:
- the player has to ride that line-guided platform
- the player has to make a perfect drop onto the block below
- the platform will scrape you off if you don't drop
- hop across a string of one-width-wide blocks
- while avoiding a line-guided Saw
- and make it to the last block in the row in time to hop back onto the platform
- if you fall, you die
- if you miss the train, you're left behind to die


Here is WTF, part 2:
- once again, the player has to ride a platform
- drop down perfectly while pushing against a wall
- (without overpushing and falling down that first pit)
- make perfect jumps within this small space
- make it to the other side in time to catch the block train
- get to the front of the train immediately to avoid being trapped at the end
- while avoiding the next obstacle


Finally, this is the part in the game where I became completely stuck and could go no further. In this room, the player has to get into one of the two pipes blocked by used blocks. Obviously, you need the P-Switch to get into them. I see no way other than Kaizo-style Springboard abuse or insanely perfect one-chance-only enemy hopping to get up to that P-Switch. In fact, I'm not really sure why that Springboard is here - on the right side of the level, you can't bring it left (too high to jump) and you can't take it right (you can't carry items up a Triangle wall).


One more thing I noticed while playing was extreme slowdown in several areas. Are you using BTSD or the old Block Tool? I suspect old Block Tool, because the slowdown has that feel to it. I would suggest upgrading to BTSD if you haven't. Otherwise, try Roy's new xkas Slowdown Fix Patch. Or you could remove some of those more pesky enemies. ;)

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: A SMW Treasure Hunt Demo - 50.6 KB - 21 downloads.
Length: 8 levels
Author: Brontoman - Submitted by: Brontoman
Description: Mario and his friends are back! A new island was discovered and is full of excitement and surprises! Rumor has it that there is treasure, too...

Levels: 7
Additional Mini Levels (From exits): 4

Levels that mark the end of the demo are bonus levels.

Bonus Levels Include: Second castle, underground level (left of Hilltops 1). There is one secret level, making this game 8 levels.

I am really hoping this time, the .zip file will correctly work, as with previous uploads, it got screwed up. I fixed other glitches like yoshi coins near the goal post, cut-off tiles, areas where you are unable to die, and other minor glitches.

The game has a very nice overworld with working events for when you complete the level. Well, I hope this upload works right this time...if so, enjoy the game!

Reasons
We recently implemented new Hack Submission Guidelines. This hack does not meet the following guidelines:

Originally posted by Hack Submission Guidelines

2. Blatant level edits will not be accepted.
Use CTRL+DEL to remove old SMW levels. (104, C5, C7, and 3 are exempt from this.)

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.



"I sense something - a presence I've not felt since...1991..."
This is a pretty blatant lack of level editing here.


I am able to collect over and over again the Dragon Coins in the main level here and in a few other parts of the game. Go through and make sure that all of your object memory settings are correct so things can't be recollected over and over again.


These Slice O' Watermelon blocks don't work properly (probably because they don't have the correct block underneath them). Make sure to insert them as objects over the top of any ground already laid down, not as direct Map16 insertions.


Besides these types of obstacles not being very fair ("Run out of turn blocks? You're dead!"), this passageway ahead seems very unfair - I can't see a way to get through without taking a hit. Ditch the Muncher.


Not a reason for removal, but you have some ugly corner tiles here and throughout the game. Aesthetically, it would look nicer if these were fixed. Also - your Monty Mole use is strange - make the type shown here level with the ground. Use the kind that come out of mole-shaped holes for moles that come out of the sides of ground.


Your hack stopped here, only a handful of levels in. I don't think that was intentional. Check out your OW to make sure the events are enabled correctly.

Lastly, this level is accessible from the OW (and prominent, since it's a Switch Palace) but it seems to be unbeatable. Fix that.

Other than these things, your hack has some good level design. I think it could easily be accepted if it weren't for some of these leftover issues.

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: Super Yoshi World (Demo 2) Demo - 223.7 KB - 64 downloads.
Length: 21 levels
Author: Superyoshi - Submitted by: Superyoshi
Description: -Plot-
Baby Yoshi was in the Babies Room, jumping around. But when he took a look outside, he noticed he was the only person in the whole Mushroom Kingdom and Bowsers Army came in...

-SHORT INFO-
Difficulty: normal
Kind: Action

-Features-
ExGFX: YES
ASM: YES
Blocks: YES
Sprites: YES
Music: YES (but I need help. If you know the music archive of SMWC like your mother, PM me please)

-Credits-
Levels: Superyoshi
ASM: Ringodoggie, Fuzzyfreak, matrik, mariomaniac444, Alaric, Ersanio, Bad luck man
Blocks: Superyoshi
Sprites: mikeyk
GFX: SNN, André2002, Superyoshi
Music: SNN, Supertails and some more (I said, I have a problem...)
Betatesters: pierro118, RealLink, SonicBlue77, Shog, dragon (not here)

And now... ENJOY!

Reasons
Hack does not meet the following standards:
Quote
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.


Violations of standard 3:</span>
Yoshi does not show up here so it's really hard to know exactly where you are when you aren't holding a throw block... plus, the ghost train turning transparent is annoying since it can hurt you when it's not very visible.


Minor cutoff after collecting the midway bar and re-entering the level:


Summary: Worry about the sprite tile memory in the Big Boo boss battle - your player character MUST be visible at all times.

Violations of standard 7a:</span>
Yoshi did not spawn because of sprite tile memory problems, and I know for a fact I need Yoshi to beat this level.


Two things about this:
a) The Spinies made it IMPOSSIBLE to get the springboard, so I'm permanently stuck and forced to die.

b) When Lakitu respawns, you can not see him, resulting in cheap injury from Spinies getting thrown on you when you can't even see them coming ahead of time.


Summary: Sprite tile memory stinks. Experiment with sprite memory settings or just use edit1754's patch and set it to 10. You have the growing/shrinking pipe tops vanishing, Lakitu sometimes showing up in front of his cloud, but that's beside the point - Yoshi not spawning and the fact that Spinies force you to die isn't cool. Throw in a "stop generator" sprite to make Lakitu leave before this screen.

(Also, I have no clue how to get the P-switch to beat the level, because trying to jump under the cement blocks to get up to the cloud using Yoshi always results in me dying because there is no point I can get low enough to dismount and get enough height to reach the cloud. PM me on the solution to this and if someone else chooses to moderate the next submission, I'll forward it to them.)

Unexpected end tag (</span>) at 1710, expected </b>
Unexpected end tag (</span>) at 2319, expected </b>
Tag (span) was not closed.
Tag (span) was not closed.

Just look above you...
If it's something that can be stopped, then just try to stop it!
Hack Name: SMW the long level
Length: 2 levels
Author: L4good - Submitted by L4good
Description: this hack has one long exciting level + yoshi's house

---

NO ROMS ALLOWED! You included a clean SMW ROM with your patch. ROM's are illegal and, unfortunately, the punishment for uploading them to SMWC is a 24 hour ban.
SUPER FRENZY WORLD (BETA)

by ZippoPrower94


First off, please pardon the appearance of the screenshots. This hack was tested on a PSP, and the screenshot PRX is rather prone to washing things out. Your palettes appeared normally in-game, however, and I must say what I saw was fairly eye-pleasing.

You seem to have a fairly solid grasp on things. However, there was a rather... game-breaking issue in the first level.


It's not very obvious what those things are. (Munchers) Might I suggest changing their graphics?
- You also TIME UP when you die. Woo. :|


This impossible jump between two boats ruined things. :/
Maybe I just suck, or didn't find something important... but either way, it needs to be changed.

Might I also advise against submitting betas? They're often (as is the case here, sadly) rather buggy...

Name: super star saga graphics
Author: MagicPumbler
Description: it\'s demo gfx
Hack Guidelines Broken: 3. No graphical glitches, 7a) Keep it fair, and keep the hack at a legitimate difficulty.



It should also be said that this hack is only one level, which is far too short for a demo.


The titlescreen is, well, pretty bad.


The level consists of two pipes (A "yes" pipe and a "no" pipe) and a door (a "meh" door?).


Inside the "yes" pipe is a liberal spraying of every powerup, and approximately 700 yoshi coins.


Inside the "no" pipe is "THINK QUICK!!!"-style move-or-you're-dead damage, and a forced death a screen later. Fun!


In the door is a room with some water, powerups and some graphical glitches - someone didn't load the right gfx file!

While the focus of the hack (the new Mario GFX) is quite nice, the rest of the hack is heavily lacking - maybe release the GFX seperately into one of the other sections, or practice level design to make a suitably good hack?

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: call of mario 2
Length: 6 levels
Author: rat - Submitted by rat
Description: bowser has taken over the mushroom kingdom it is your job to take it back.

---


THE BIRDS! They magically walk on nothing, and the fire keeps moving past the fireplace. Plus, you used garbled graphics for the ledge and sprite GFX. (that's supposed to be a dry bones)


Cutoff water and FLOATING MUNCHZORSJGALKGJADLKJG


You forgot to include the actual midpoint tile. So, this doesn't work.


Mario: Hooray, I finally reached the goal. Huh? A pit just ahead? Aaaah my legs are possessed and they can't stop moving toward it! *cue death jingle*


Major cutoffness. I'm not sure you're supposed to be able to get in here from the beginning.


Cutoffness x 2


Cutoffness x 3


I found no way to finish this level.


Yoshi's Island 2 is completely unedited! We do not accept level edits, or original SMW levels in the hack.


A hack shouldn't require players to use savestates in order to finish it.


More cutoffness, dry bones garbage, and strange colors for the arches.


Um, what were you trying to say? Your sentence just cut off and th


Even more cutoffness.


Floating bush, and why are you using the wrong graphics for the piranha plant's vine?


I don't believe the piranha plant and fish can coexist peacefully.


Reading the message box causes layer 3 to be replaced. So, the layer 3 water is gone.


This level is extremely laggy. I would recommend removing a lot of the bullet bill generators.


Even if the water worked, it rises with Mario. There's a custom sprite to fix that problem though.


I think you went a screen too far there. If a level with layer 3 water goes for too many screens, you end up getting this garbage. Try shortening the level, or have a pipe lead to an area with the goalpost.


More cutoff water.


There were several screens of this.


Midpoint doesn't work again.


...aaaaaand the only door here leads to an endless bonus game.

---

So, this hack had a lot of major issues. Problems with layer 3, a lot of cutoff tiles, floating sprites in Yoshi's House, poor grammar, garbled graphics, and a completely unedited SMW level. Most of the other levels felt like obvious edits as well. If you resubmit this, I would highly recommend you test everything to be sure it works. Please try to polish up the graphics and spelling as well.

Hack: Primal Mario World
Author: PineappleProducer/4546
Description: Mario goes on an adventure in the Unknown Isles!



Bad IPS file. The game refuses to boot after patching. Please submit a working IPS file.

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: SMW the long level
Length: 2 levels
Author: L4good - Submitted by L4good
Description: this hack has one exciting long level + yoshi's house

---


The overworld has some serious issues. Smoke and clouds from Yoshi's Island remain, the water is discolored in places, and remnants of the SMW events remain.


There are a lot of cutoff tiles throughout the entire hack. Floating ledges, ones with no edges, etc. The several midway points you included don't even work either.


Too many 3 Up Moons! They should generally be limited to one per world, and should be found in hard to reach areas.


Okay.


Um, all right.


Yes, we've heard this before.


All right, I get it! You don't need to have the same message displayed in multiple boxes throughout the hack.


You can get permanently stuck here.


You can get here too, thanks to the cape.


Hey, a completely unedited Donut Plains 1.


This is one way to complete the level.


This green spring is facing the wrong way.


You're able to go past the door in this level. Keep going and you'll come to this.


Very odd palette.


You have some strange ways of using barriers so Mario won't get past. Like here.


And here.


And here.


And here. The level will automatically stop at the last screen with sprites or objects, so these barriers may not be necessary if you delete everything past them.


In this area, the trail of coins can "catch" the P-switch, so it starts flickering. You're going to need to remove one of the two.

The entire hack was a series of SMW level edits strung together. Sorry, but we do not accept edits of the original levels. There were also many other issues, mentioned above, including lots of graphical errors. I would suggest you start fresh, or put together a long level that has completely new sections instead of SMW ones.
Removed
Hack Name: Trials - 29.8 KB - 28 downloads.
Length: 13 levels
Author: yoshibear - Submitted by: yoshibear
Description: This is my hack. Only a few levels but its fun. Also there are quite a few overworld secrets so keep looking.
Btw i fixed all the glitches of my demo version.

Reasons
Originally posted by yoshibear
Btw i fixed all the glitches of my demo version.


No, no you didn't. Please take a look at your screenshots and then look at the screenshots of hacks that are hosted on this site. The difference is night and day.

While you addressed some of the issues I indicated in my last removal log, you totally passed over others - primarily the Hack Submission Guidelines. Here they are again.

We recently implemented new Hack Submission Guidelines. This hack does not meet the following 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.

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.


Besides this, the hack was still full of cement block levels, blind jumps, stacked/floating Munchers, etc. - this sort of hack would never be accepted at SMWCentral.

As I advised before - play the hacks we do host here to get an idea of what is acceptable. Read through the removal log to learn more about what to avoid and why. Take some more time to learn about Lunar Magic. When you make something much better than this, we'll be more than happy to take another look. Practice makes perfect. Another helpful idea would be to make a thread in SMW Hack Discussion so you can get feedback from other users and recruit beta testers. It's always nice to have your hack beta tested by others before submitting it.

If you submit this hack again in something close to its present state, disciplinary action may be taken.

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Removed
Hack Name: Mario Vs Bowser] 1 L evel Demo - 370.1 KB - 23 downloads.
Length: 1 levels
Author: MushGuy5 - Submitted by: MushGuy5
Description: Level 2 is not done yet and there is only 1 level and i hope you like my hack

Reasons
Hack falls into violation of these guidelines:

Quote
1. You must submit an IPS file, NOT a ROM of any kind!
Use this tool to create your IPS file, and put the patch in a ZIP.
Quote
emphasis on this point
Quote
by making it a pyramid
Quote
Commercial ROMs are <blink>illegal</blink>,
and we will not host any on this site. Uploading a ROM will result in a 72-hour ban for the first offense, and if you do so again, you will be permanently banned from SMW Central.

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.


...

Download an IPS patcher like Lunar IPS and use that to make your patch - pick the clean SMW ROM first, then your hack, then name the patch. Make sure it works as well by patching it to a verified clean SMW ROM. Also, one standard-length level will not suffice - you need to get more work done on your hack before resubmitting.
Unexpected end tag (</blink>) at 800, expected </div>

Just look above you...
If it's something that can be stopped, then just try to stop it!

REMOVED
Hack Name: Those Darn Plumbers V0.25.3 (DEMO) Demo - 176.1 KB - 28 downloads.
Length: 12 levels
Author: nintendofreck - Submitted by: nintendofreck
Description: Hopefully the final fix to the first Demo. Please refer to the included credits file for patch/music/things added
Have fun and enjoy "Those Darn Plumbers"

REASON: Not a bad hack (though you really should edit the overworld) but a few flaws that need to be fixed first...


Cut-offness(minor)

I get that its suppose to be a flag, but don't be lazy, make an Exgfx flag.

When releasing a demo make sure you can't get into any unfinished areas

An unedited area, I noticed a few other places like that too.

Might wanna fix this too.
Layout by LDA during C3.

REMOVAL LOG
Hack Name: Super Mario World Challenge Demo - 420 KB - 24 downloads.
Length: Unknown
Author: MarZan32 - Submitted by: MarZan32
Description: The Game is SMW Challenge. Inspirited by Super Challenge World.

REASON: READ THE FREAKING RULES! DO NOT POST ROMS! DO NOT POST ROMS!DO NOT POST ROMS!DO NOT POST ROMS!DO NOT POST ROMS!

72 hour ban 4 u....fool...>_>
Layout by LDA during C3.

REMOVED
Hack Name: Super Noob World - 280.5 KB - 120 downloads.
Length: 88 exits
Author: Noobish Noobsicle - Submitted by: Noobish Noobsicle
Description: A really hard hack designed to bring out the inner noob in all of us.

REASON: Fifth time apparently not the charm. I didn't even bother with finishing the hack and I'll tell you why in a min...


Dunno whats up with the sliding swords but whatever...

Info box just looks horrible palette wise

"shoot you at max speed" block disguised as note blocks; no

You must hurt yourself in order to get past.

wtf...

See last statment.

Clear blocks that make you small Mario, with no fore-warning.

Glitching

Blatant donut plains level

fix

small only door=no

die as you enter the room=no

Gklitching

grey lava = bad

no

...hell-to-the-no

I stopped playing after this, it just wasn't worth it.
Layout by LDA during C3.
Removed
Hack Name: PhoeniX Mario World (Demo) Demo - 18.9 KB - 2 downloads.
Length: 2 levels
Author: PhoeniX - Submitted by: PhoeniX
Description: PhoeniX Mario World (Demo)
Challange Hack

Hackmaker: PhoeniX
Difficulty: Medium-Hard
Levels: 2

FAQ

Q: Do you use Custom Music?
A: Not in the Demo but in the Full Version.

Q: Do you use Custom Graphics?
A: Not in the Demo but in the Full Version.

Q: Will the Full Version realy look like that?
A: NO! NOW STOP BITCHING ME!

Q: Why?
A: -.-


PS: Rate, Comment and ENJOY my Rom-Hacks!

Preview Youtube Vid
http://www.youtube.com/watch?v=c9BL13vPNhY

Reasons
In the screens that you have provided alone and the length of the demo you have given, you have violated several of these guidelines that are mandatory to be met for your hack's approval, including:

Quote
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.


You are going to need to extend your demo a bit - have at least one world open in your first demo. Short demos will rarely be accepted unless the level design is absolute top-notch. Do not require the player to abuse glitches or extremely difficult functions like shell-jumping to scale walls - it counts as illegitimate difficulty. The way your munchers are used violates both our graphical and difficulty standards. Savestate abuse does not a good hack make.

Just look above you...
If it's something that can be stopped, then just try to stop it!
Removed
Hack Name: Kokujin wa watashi no jitensha wo kasumetoru mashita Demo - 302.7 KB - 37 downloads.
Length: 2 exits
Author: ilovelaurenp - Submitted by: ilovelaurenp
Description: !NOTE: I am resubmitting this because I did not give credit in my first submission.

For now only the intro moves, intro graphics, the first level (to the left) and some graphics for other levels are complete.

I have fixed the problems from the previously submitted version of this hack, as well as began to work on a few new levels.

There are a few minor glitches I have to work out.

Credits go to... mikeyk, MetaKnight, Skwaa, ...Frozen Ellipse..., Doomdragon, ContedeContis.

Reasons
The hack does not meet the following required guidelines:

Quote
2. Blatant level edits will not be accepted.
Use CTRL+DEL to remove old SMW levels. (104, C5, C7, and 3 are exempt from this.)

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.

6. Warn players ahead of time if mature content is present!
You should have a fair grasp on what is mature and what is not.

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.


Violations of standard 2:</b>


Summary: Unedited switch palace is accessible and it is unclear, judging by all the other levels, which level was intended to have the second exit in the demo. Shut out all levels you have not finished modifying; make unfinished or original SMW levels inaccessible entirely.

Violations of standard 3:</b>












Summary: Use the fadefix listed in the ROM map, as it makes no colors fade after goals, aside from boss battles, since the patch will not fade colors used in the status bar - your background color uses status bar colors. The waterfall's flickering after the goal should also be resolved after this... trust me. The waterfall is eye-searing without the fix. :x

To fix the garbage in the 10-point score thing:
Originally posted by Icegoom
If some sprites are getting slightly messed up by Koopa heads which take up a whole 16x16 tile instead of leaving the upper right corner of the tile blank, you can fix those by remapping some other stuff. The sprites which use the blank space in the upper right corner of Koopa's head are 10 point notations, jumping Piranhas, and portable springboards. (There might be more, but that's what I can remember right now, so I'm going with that) You need to remap those sprites so that anywhere they're using tile 83 they use tile 69 instead. (69 is another blank tile used by the water splash) So specifically, you need to change:

x12F4D [83 83 83 83] 10 point notations

x9E25 [83 83] Portable Springboard

x9DC1 [83 83 C4 C4 83 83] Jumpin' Piranha Plant


To fix the overworld border, make sure Palette 1, Color 9 and Palette B, Color 7 are the same colors.

Use Super GFX Bypass and change the SP used by the goal sphere to have the correct graphic file loaded. If you do not know which file it is, open Tileset Specific Sprites in the Sprite window and check the corner of the box for the SP#=## information.

You have custom palettes enabled, and what you should do is fill in colors to make everything easily noticable as what it is - the Albatoss enemy is all black, and it seems like a palette error. If it's for the night theme, take its original colors and just darken them considerably, but don't make them all black, since some players may have trouble identifying the enemy.

Violations of standard 4:</b>
The demo is said to be two exits, but only one level seems finished, and the rest are either super-alpha, graphics tests, or unedited. Try to have a full world done.

Violations of standard 6:</b>
The name of the hack is racist, and saying it in another language doesn't really cover that up. Censor such a word on the display name, and include a content warning in the description.

Violations of standard 7b:</b>

(The block to the left of me seems solid most times, and other times I can run right through it.)

-Some items, such as the P-switch and Dragon Coin, are replaced by the Nintendo Wii and PlayStation 3. For this, it is advised you include a "changes log" in a readme so that the player has something to refer to.

-Nowhere is it said that you can walljump, and for a while, I thought I was stuck somewhere for a while. :\

--
THE FOLLOWING LEVELS ARE NOT INTENDED TO BE PART OF THE DEMO:

(I fell through the floor)


(I fell through the floor x2)


(Standing on the inside of something that should be walkthrough)

Summary: You've got to work out those Map16 errors. Inform people when there is a gameplay mechanic present that is different from the original SMW so that they can prepare for it.

---

Side note: This level has way too much space for its content - there's just a goal sphere in the beginning, and you stretch the ground across the whole level. You can also abuse this level's timer and goal positioning to gain unlimited extra lives. Making it inaccessible is advised.

Unexpected end tag (</b>) at 1954, expected </span>
Unexpected end tag (</b>) at 2359, expected </span>
Unexpected end tag (</b>) at 4779, expected </span>
Unexpected end tag (</b>) at 5019, expected </span>
Unexpected end tag (</b>) at 5280, expected </span>
Tag (b) was not closed.
Tag (b) was not closed.
Tag (b) was not closed.
Tag (b) was not closed.
Tag (b) was not closed.

Just look above you...
If it's something that can be stopped, then just try to stop it!
Removed
Hack Name: A SMW Treasure Hunt Demo - 170.8 KB - 25 downloads.
Length: 8 levels
Author: Brontoman - Submitted by: Brontoman
Description: *Glitches have been fixed*

Mario and his friends are back and a new island filled with excitement and discovery is waiting to be explored! Rumor has it that there may be treasure too...Yoshi has hastily run off to find it. Can Mario find the treasure AND Yoshi?

Features:
-A nice overworld!
-Good level design!
-99.9% Glitch-free!
-Secret exits and warp pipes!
-8 playable levels and 1 level which you can enter, but its not finished.

IMPORTANT NOTICE: The second castle marks the last completed level in the game, and if you hit any Level 0 bonus games, you've hit the end of the demo.

I've worked hard on this and I'm getting tired of writing these descriptions, but I'm pretty sure I got everything this time. I just hope the .zip file works correctly again...

DIFFICULTY: Medium-Hard
-An average player may not beat each level in one try, but they are all possible. Castles are naturally harder on purpose.

Reasons
The hack does not meet the following mandatory guidelines:

Quote
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.


Violations of standard 3:</b>




Summary: Stretch fill-in tiles to the edge of the screen and along the top - cutoff is not acceptable. Put something at the top of the vines, like a cement block - cutoff is still not acceptable.

Violations of standard 4:</b>
This is actually caused by an error rather than being intentionally short: the event for Grassy Plains 2 is "broken", so the only levels accessible in the demo are Grassy Plains 1, 2, Yellow Switch Palace, and Yoshi's House. However, the event error is considered a huge problem that needs to be fixed - make sure it enables a direction after the level is beaten.

Violations of standard 7a:</b>






Summary: On Yellow Switch Palace, make sure you check on "NO ENTRY IF LEVEL IS PASSED" so you can not get permanently stuck in it. Either change the type of turn block to a solid one, or use a different block in its place because they are destructible, and make you stuck in those two parts if you spin jump on them.

--

Minor, but misleading since you can not see the ground:

Unexpected end tag (</b>) at 2087, expected </span>
Unexpected end tag (</b>) at 2468, expected </span>
Unexpected end tag (</b>) at 2907, expected </span>
Tag (b) was not closed.
Tag (b) was not closed.
Tag (b) was not closed.

Just look above you...
If it's something that can be stopped, then just try to stop it!

REMOVED
Hack Name: Normal hack - 205.7 KB - 57 downloads.
Length: 15 levels
Author: bombahacker95 - Submitted by: bombahacker95
Description: now its OK

have fun ^^

REASON: "now its [not] OK". I think there was one level design that I actually liked and and that was about it, not to mention you can access any level without have to beat it and ugly pallets all over the place. There are still a lot of glitches and here are just a few of them;


The title screen doesn't look good what-so-ever.

I don't know how you did it, but these note blocks where upsidedown but when you jump on them they flip the right way, not sure how you did it, but it was actually kinda cool.

Fireballs in water ftw?

duh

NO GOAL POSTAAFDSDAFDSFDFADF!

Events go boom.

no [50pts]

no x 2 [100pts]

no x 3 [200pts]

cut-offness man apparently visited your hack...

Die as soon as you enter a level is a big no-no

What is up with these.....doors? o.O

here's another one...

I die about 75% of the time on this part of the super fast auto-scroll level.

Nice credits :)
Layout by LDA during C3.
Removed
Hack Name: Mario's Cool Mission (Fixed) Demo - 20.4 KB - 32 downloads.
Length: 8 levels
Author: LuigiDude01 - Submitted by: Woody
Description: This is my first hack if i ever made. I pressed Ctrl+Del button and Erased an Nasty Blatant Level 105 edit.

Reasons
The hack does not meet the following standards:
Quote
2. Blatant level edits will not be accepted.
Use CTRL+DEL to remove old SMW levels. (104, C5, C7, and 3 are exempt from this.)

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.


Violations of standard 2:</b>


Summary: Iggy's castle in this room is too much like the old one. There are a few levels slightly reminiscent to the original, but have enough changed to not feel so much like the old levels, like Yoshi's Island 4.

Violations of standard 7a:</b>


Summary: If you kill the Super Koopa, you can not get a feather and fly over this portion, so you are forced to die.

Very close to approval overall. Levels are a bit plain, but hey - you have as much time as you need to work on it, and it's just a demo so nothing is really final. It's pretty decent while it lasts, and is relaxing because it's not trying to be mega legato hard.

Unexpected end tag (</b>) at 848, expected </span>
Unexpected end tag (</b>) at 1194, expected </span>
Tag (b) was not closed.
Tag (b) was not closed.

Just look above you...
If it's something that can be stopped, then just try to stop it!
Link Thread Closed