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Hack Removal Log
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Hack Name: The adventures of Mario World 3 Demo - 442.7 KB - 3 downloads.
Length: 6 levels
Author: MarZan32/4754 - Submitted by: MarZan32
Description: No description.
Reasons
Use this tool to create your IPS file, and put the patch in a ZIP. Commercial ROMs are illegal, 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.
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.)
Yeah... Use Lunar IPS to make a patch of your hack when you come back by running the .exe, selecting the clean ROM first, then your hack, then name it. Also, work on editing some of the levels more. Use CTRL+DEL to remove SMW's levels - we will not accept minor builds off of the original levels, even if it were a patch.
Just look above you...
If it's something that can be stopped, then just try to stop it!
Hack Name: Super Havoc World Demo - 412.3 KB - 23 downloads.
Length: 40 levels
Author: TheProgramer - Submitted by: TheProgramer
Description: A rom-hack that is designed to be tough AND fun. The first world is difficult to weed out the casual player and the rest are still difficult but more fun. REVIEWS GLADLY ACCEPTED!
Reasons
Use this tool to create your IPS file, and put the patch in a ZIP. Commercial ROMs are illegal, 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.
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.
OSH-
ANOTHER ONE D: D: D: ;;;;;;;;;;;;;;
Also your hacks has a lot of graphic errors on the title screen, overworld, and levels just from the screens you provided, including but not limited to bad palettes, cutoffness, and tons of floating munchers.
Just look above you...
If it's something that can be stopped, then just try to stop it!
Length: 4 levels
Author: Mariofan143 - Submitted by: Mariofan143
Description: Short 4 level hack. Not worth downloading.
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This demo had many cutoff tiles and floating areas, like here.
Just like in SMW, there's lots of lag in this area.
What, this isn't a tree!
The only way I could get through this is by getting Yoshi and jumping over the area. The top spring doesn't work.
Star runs with munchers can be very fun. Star runs with floating munchers... not so much.
And it's not very fun if you go through the same exact thing for many, many screens.
The infamous OW glitch. Perhaps recreating the IPS patch could fix this.
Moar munchz0rz.
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The fact that you say the hack isn't worth downloading makes me a bit worried. The levels were obvious edits with many floating tiles and cutoff areas, but you should submit a hack you feel confident about. I would recommend starting a new hack you would enjoy working on, all the while considering some of the things noted here.
Hack Name: Jurassic Path demo 2 Demo - 62.8 KB - 29 downloads.
Length: 19 levels
Author: Mario's Dog - Submitted by: Mario's Dog
Description: No Custom Music
No custom Sprites
No ExGFX
No Shoes
No Shirt
No Service
The second demo of my hack, up to the end of the second world. I've tried my best to make this hack as interesting as possible, I hope you enjoy.
PS. I accidentally left a door I used as a handy shortcut in one of the levels. Have fun finding it!
PSS. Don't know who Johan Jacobsen is? Ask Dr Madnar.
Reasons
Hack does not meet the following standards for approval:
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:</b>
Summary: Put cement blocks or ground underneath the pipe, especially when the P-switch leaves those used blocks collectible as coins. You should also stretch that walkthrough forest dirt to the edge of the screen.
There is also a sprite tile memory problem which causes Yoshi not to spawn from that block - removing a sprite or two from this screen area should remedy that problem.
Unedited palette 5 looks pretty bad for those logs. Make Map16 tiles duplicating those logs but have them use palette 6, or enable custom palettes and make palette 5 into a green gradient, dark-to-light-from-left-to-right.
The jumping Piranha Plant should not be able to get stuck in anything.
Violations of standard 7a:</b>
(I got hit by an offscreen enemy while jumping)
Summary: Often times, it is very hard to tell where safe ground is because of blind jumps and coins falsely guiding a player somewhere. Bullets getting shot out of ground bushes is awkward because you can't really tell that it's a danger spot, thus giving the player very little reaction time to be able to get out of there before getting hit after a shot is fired.
It is -never- fun or funny to get hit by stuff you can not see, like the Monty Moles hidden behind the trees that pop up and hurt you when you don't even know they're there until you're dead/injured.
As soon as you enter the Ghost House, you have to move or you will get hit by the two Boos behind you - not fair.
You should enable vertical scrolling at will because I got stuck in the Switch Palace from not being able to see where I needed to go to get out of the cement block structure. It's also extremely difficult to get out of that as big Mario.
In regard to -all- P-switch puzzles, you must have an alternate path or reset door/pipe so that there is no chance of becoming stuck or forced to die if you fail it.
Recommendations
Find a few beta testers to play through your levels - your difficulty curve is too steep IMO and it's for all the wrong reasons (enemy abuse, blind jumps/misguided jumps) and this should help you find a balance.
Unexpected end tag (</b>) at 1354, expected </span>
Unexpected end tag (</b>) at 2394, 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!
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Hack Name: Bowser's Armada (demo)world 1 Demo - 24.9 KB - 10 downloads.
Length: 7 levels
Author: One Chance Speedrunner - Submitted by: One Chance Speedrunner
Description: it's the first world. if you get to the star world get to the third stage and clear it. Mario will go a wierd path tell me how to make it like illusion forst where two paths met. oh and donh't clear the castle it gets preety weird and sorry for the message that says that you can continue the game because you chan't. so have fun^^
Reasons
The hack does not meet the following minimal standards for being approved:
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.
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: One's a blatant 105 edit, the other's a blatant switch palace edit that's just filled with water and fish. CTRL+DEL. We will not take levels tweaked from pre-existing ones.
Violations of standard 3</b>
Summary: Message box + dark level and lights = what is this i dont even. You should remove whatever is least important, which in this case, would be the dark room effect and light.
Fish stem = do not want. There is an IPS patch available for fixing the Piranha Plant's stem's palette and fixes the graphics. The red piranha plant can potentially cause a VRAM glitch, though it is extremely rare - the patch will store the palette info to the correct address and eliminate that risk.
The waterfall idea with plain, solid-blue water tiles doesn't really work - it appears to just cut through the pipe. Consider just not having a fake waterfall, or creating one with ExAnimation or use that method way way way back like a hundred pages I posted in an older removal log.
Lastly, the switch palace is in dire need of its original SP#=##. Remove the light switch for the dark room.
Violations of standard 4 and 3</b>
Summary: You ended the demo prematurely, and gave me a glitched goal sphere over a pit. (At least side-exits are enabled or this would fall under 7a as well.) You've got. to. make. your. demo. somewhat. long. Also, tileset-specific sprites will have an SP#=##, and you should open Super GFX Bypass and set the proper SP number to load the graphics file needed for the item to display correctly ingame.
Violations of standard 7a</b>
Summary: HUUUUUUUUUGE glitch in the house, if you re-enter the door, you die. There is a problem with the FG/BG init position being much too high - change it to C0, C0 and make sure Mario's starting point is -not- on a cement block.
Another HUUUUUUUUUGE glitch, but with the midway point in the first real level. You start at the same X and Y position on the midway screen as you do the entry screen, and by default, it displays his midway entrance in Lunar Magic - make sure your midway entrance has ground below Mario and he is able to proceed through the level properly from that point, because as it is, he just falls to his death.
Never use the bottom row of Lunar Magic for walking on because you can not see the bottom row ingame.
Unexpected end tag (</b>) at 1667, expected </span>
Unexpected end tag (</b>) at 2034, expected </span>
Unexpected end tag (</b>) at 3220, expected </span>
Unexpected end tag (</b>) at 3752, expected </span>
Tag (b) was not closed.
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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!
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Why:
Well, your first level was Kaizo-ish.
Stacked and Floating Munchers make up the first part, and it's not really something one would like to see... I understand you want some difficulty, but using things this way is NOT the way you increase difficulty, I'm sorry.
You tried to hide this 3-up Moon by placing it high up and making it so you need to activate the Yellow Switch Blocks to get it, but sadly, it didn't work- if you're Super Mario, you can just bounce off the nearby Springboard and just barely touch it with your head. This makes it too easy to obtain. I'd suggest you put something else up here or remove it entirely- just raising it up won't hide it well enough. If you put something else, don't use a 1-up Mushroom- it might be too easy to obtain, so people might come back over and over to 1-up Farm. (That is, get a ton of extra lives quickly.)
Don't use the bottom row for walking- it's impossible to tell what is and isn't solid down there on most emulators...and the real system. Remember, some people actually DO play homebrew games on the actual system!
This alone is the worst and most obvious Kaizo Trap. You're forced to bring a P-Switch or else you DIE. Do not put these kinds of "puzzles" in your hack! They are unfair, unFUN, and just plain annoying.
I didn't play anything else, because that one level was it for me. Please, keep working on it. It could become something good. Oh yes, before I forget:
Raise up the title, and remove the little line next to the W. The entirety of "MARIO" gets removed by the File Select stuff!
<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
Hack Name: Super Yoshi Revenge World (FINAL) - 24.1 KB - 6 downloads.
Length: 5 levels
Author: Grif2005 - Submitted by: Grif2005
Description: Yoshi's take revenge on Mario. will he survive the 5 levels of Yoshi's madness
Reasons
How to make a good screenshot:
Play your hack in Zsnes. When you want a screenshot hit F1. This should bring up a menu. The bottom option should say IMAGE FORMAT:. By selecting that option and pressing enter, you can switch between BMP and PNG. In this case, we want PNG. Now select SAVE SNAPSHOT and press enter. The image will be called <rom name> xxxx.png (where xxxx is a number) and will be saved in your Zsnes folder.
^
This is not a screenshot.
This is how I feel:
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/EHXl89-cGsE&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/EHXl89-cGsE&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></div></div>
[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Hack Name: French SMW Hack Contest 2009 - 351.1 KB - 22 downloads.
Length: 10 levels
Author: Coin Mother Brain - Submitted by: Coin Mother Brain
Description: This is the second SMW hack contest in france.
We had to conceive levels in touch with Christmas or Winter.
What will be your favourite level?
Enjoy !
Reasons
The hack does not meet the following minimal requirements for approval:
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 3</b>
Summary: The tide should be removed from this portion of the level because both a message box and the goal point cause it to glitch up and vanish.
For this style of hack, I recommend the fade fix listed in the ROM map because there is no boss present - that fade fix should therefore remedy all the fade problems at each of the goals.
The third screenshot has an issue with the background palette making it hard to tell where the ceiling for the foreground is ingame, in motion. You should probably make it darker.
In terms of cutoffness, the whole left of the ice block Mario starts on is missing. Lastly, a very minor error - bottom of the vine is cutoff. Putting a cement block below it should make it look fine.
The Koopa in one of the levels shown above flicker between having a Christmas hat and not while "stunned" - since ExGFX will not change one of the tiles used by the Koopa in that animation, you may have to use one of the patches available to fix that... but this error is minor enough that if it were still present in the next resubmission, it would pass moderation if there aren't any serious errors present.
Violations of standard 7a</b>
Summary: The first screenshot depicts a blind jump - you can not see where the ground is below, and going forward at the current y-position shows you nothing that hints at safety. Have coins as a guide to safe ground. There is a pit somewhere below this point.
The bottom row of Lunar Magic should never be used for walking on. Raise it up one tile. The way it's done in the second row might be okay, but the coin to the left of the red is above a pit, falsely leading the player to believe, going by the pattern, that there is safe ground below that blue coin.
It's possible to get stuck in the third screen if you run out of throw blocks or kill all the enemies. You should have a reset pipe or another path out.
You are also forced to die if you are injured in the last screen in this category because you need a fire flower to progress. In addition, Route Accidentee contains too many precision movement areas in general and needs to expand its margin of error. :\
The hack should be approvable once all the errors in this category are fixed.
Violations of standard 7b</b>
Summary: There is no forewarning at all that the water is kill-on-contact. Just being in a cold level means nothing - there needs to be some notification before the water that the water acts like lava.
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There is a lot of slowdown in this level due to overuse of enemies, so some should be removed:
Lastly, you say that there should be ten levels accessible, but after the level Route Accidentee, the event is messed up and just sends you back to the previous level, so there are only nine levels.
Unexpected end tag (</b>) at 1405, expected </span>
Unexpected end tag (</b>) at 3079, expected </span>
Unexpected end tag (</b>) at 4489, expected </span>
Tag (b) was not closed.
Tag (b) was not closed.
Tag (b) was not closed.
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Hack Name: Cool Spot - 690.6 KB - 14 downloads.
Length: Unknown
Author: Super David World - Submitted by: Super David World
Description: Here a game from 7-up factory.
Reasons
While Cool Spot is an awesome mascot and I really miss him, what you submitted is not a Mario hack:
You submitted an IPS which, when patched to an SMW ROM, becomes the SNES game Cool Spot. In the same way that we don't accept largely unedited IPS patches (because they are equal to getting SMW for free, illegally), we must also decline this because it allows you to obtain a game illegally (assuming you obtained your SMW ROM legally).
We recently implemented new Hack Submission Guidelines. This hack does not meet the following guidelines:
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. Commercial ROMs are illegal, 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.
Sorry - I love Cool Spot, but I have to ban you.
[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Hack Name: SMB1,B3,W2 REMAKE Demo - 252.3 KB - 14 downloads.
Length: 7 levels
Author: Invincible_Mario O_o - Submitted by: Invincible_Mario O_o
Description: Mario encounters old land, but different level
IPS patch works (I tested XP)
Reasons
The hack does not meet the following minimal standards for approval:
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.
(Thank you SNESGT for your awesome internal memory viewer, since I could give myself infinite capes this way for the airship level =D)
Violations of standard 2</b>
Summary: Blatant Iggy's Castle edit. Use CTRL+DEL and change the properties in the header to allow horizontal scrolling if you do not intend to use auto-scroll here.
Violations of standard 3</b>
Summary: First screen - cutoff in the bridge, self-explanatory. Fill in the missing pieces.
Second screen - hills floating over the pit. Extend the brick ground all the way to the end of the screen.
Third screen - cutoff rope is bad. You can get away with using clouds that act like tile 1EB below the triangles.
Fourth screen - red piranha plants should never be used because of a potential VRAM glitched caused by the palette data being stored to the wrong address. There is a patch that fixes this - you should use it.
Fifth screen - Wiggler head as a goal sphere = NONONONONO! You should copy and paste the graphic for the goal sphere over the Wiggler head, resave as ExGFX, and insert in this level. Set the proper SP to the new ExGFX file.
Sixth screen - the score tile is messed up because the Koopa graphics overwrite the blank tile used by it and a few other items.
x12F4D [83 83 83 83] 10 point notations
x9E25 [83 83] Portable Springboard
x9DC1 [83 83 C4 C4 83 83] Jumpin' Piranha Plant
Seventh screen: The Koopa flickers when stunned. There is also a patch to fix this.
Eighth screen: Fireball splash graphics are messed up. Change the proper SP slot to something compatible.
Violations of standard 7a</b>
Summary: First screen - There isn't enough space in this portion of Iggy's Castle (which shouldn't be like this anyways, see standard 2) to move around when the layer 3 smasher falls down, especially if you're over to the right side - you're almost forced to be hit since the turn blocks make it very hard to tell when it's starting to come down.
Second screen - this is a precision jump without the cape. Raise the ceiling one tile or shorten the gap by one tile.
Third screen - very bad enemy placement. You have two jumping green Koopas up top where you can not see them, so you are easily hurt by something you can not see at all.
Fourth screen - not just here, but in general throughout this level, you overuse the blue Koopa that kicks shells and in very bad spots that give you almost no time to react to them coming. You never want to place enemies where they are nearly guaranteed to hit the player - it's fine to make them obstacles, but not forced hits/coming from offscreen where there's little time to react.
Fifth screen - immediately when you enter the level, the yellow Koopa poses a threat, and if you don't move within two seconds, you take damage.
Sixth screen - if you don't reach the goal sphere, you have to die.
***GAMEBREAKERS/FORCED DEATHS***
Summary: First screen - at the end of the first level, if you keep on going after passing the goal, the game will freeze.
Second screen - When you enter Yoshi's House, you die. Mario starts too low. Also, you should correct the palette around the berries.
Unexpected end tag (</b>) at 1344, expected </span>
Unexpected end tag (</b>) at 1638, expected </span>
Unexpected end tag (</b>) at 4113, expected </span>
Tag (b) was not closed.
Tag (b) was not closed.
Tag (b) was not closed.
Hack Name: Ploxerdon World - 123 KB - 0 downloads.
Length: 4 levels
Author: Ploxerdon - Submitted by: Ploxerdon
Description: a hack with aspects from other games like the first level off super mario bross 1
Reasons
The hack does not meet the following minimal requirements for approval:
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.
Also, the first level of the hack is a very poorly done SMB remake with some slight adjustments... but not for the better.
Violations of standard 7a</b>
Summary: Bottom row of Lunar Magic is used for walking, which is a NO-NO because you can't tell the difference between a bottomless pit and ground, and you can collect the used blocks (as coins) spawned by the invisible coin blocks when the P-switch is used - that would be your only way out of this pit.
You can also die after the goal if you don't get the P-switch. This kind of trap is grounds for instant rejection.
Other than this, looking at the other three levels in LM shows bad palettes, cutoffness, cheap invisible coin block placement meant to make you fall down a pit or be far less able to dodge bullets, glitched sprites, and lots of stacked munchers. (large image linked.) The hack needs a ton of work to be acceptable - maybe it's best to start fresh.
Review the Hack Submission Guidelines to know what's expected of each hack submission.
Unexpected end tag (</b>) at 1175, expected </span>
Tag (b) was not closed.
Length: 1 levels
Author: INSANIMATION STUDIOS - Submitted by INSANIMATION STUDIOS
Description: story:while mario and peach were relaxing the koopa kids captured peach!mario followed them,but it was a trap!they locked up mario and left a mega mole to gaurd him.mario escaped the airship and went off to find peach!(back to reality)sadly this hack is only three levels long.a special thanks to mythbusterbro for the base rom.
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Four problems with this area.
1. The FG palette leaves a lot to be desired. Try to use a more natural one that matches the BG.
2. Speaking of BG, you have the moving circles without the flames, which doesn't make sense in this case.
3. The Monty Mole is jittering quickly in this place.
4. You can go under and jump on the purple triangle. I'm not sure why it's there.
The tiles you used on the left side leave a lot to be desired, as do the poles under the ledges to the right.
There's both gray and black tiles on the skull and crossbone blocks, and fireballs are coming out of water. Madness? No, I think you know what this is.
I'm guessing you wanted the Lil' Sparkies to go along the blocks. Well, only some of them do. Please try to fix this.
Because of the way you placed the top brown spike, it floats above the ground here. Moving it up a tile or two will fix this.
I don't see a Yellow Switch Palace! D:
Oh, there it is, and it's completely unedited. With the exception of Yoshi's House, please try to make all the levels different.
This tree is not clean-cut. I have a special, exclusive offer that can give you the cleanest cut you've ever had.
That's right! With our special offer, you can get a new Gilette razor for only $9.99! Those tree borders will become nice and smooth, or your money back! (but seriously, please fix the tree borders)
This level is incomplete. In fact, the coins read, "End of Demo." So what happens when you fall down where the arrow is? Mario dies. ._.
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So, this hack had some issues, which I mentioned above. However, it was also very short, with only one real level. I would suggest that you make some improvements based on what I showed in this entry, and get some other levels done as well so players can really get a feel for the hack.