The Sega Saturn was one of the first consoles to feature a built-in real-time clock. Most systems now have one, so I’m kind of surprised that very few games make use of it. Animal Crossing does, sure, and some Pokemon titles have time-of-day features (which they had to include their own clocks in the cartridge hardware to support), but few other games bother reading the date.
One prominent example of a game that did was the Christmas demo version of Nights Into Dreams. Ordinarily just a single-level of the full game, the disk had a number of special modes that would crop up at different times. December was one of them, which triggered Christmas Nights mode, with special cutscenes and graphics. But it also had special events for playing during November or January (“Winter Nights”), New Year’s Day, and April Fools’ Day. Especially notable was an unlockable mode that allowed playing as Sonic the Hedgehog, in what is his first true 3D outing!
This video shows off all of Christmas Nights Into Dreams’ special modes, and you don’t have to fiddle with your computer’s clock to see them!
It’s the holidays and we’re trying to make low effort posts for now, so let’s just watch a playthrough of the first Christmas Lemmings disk, released in 1991.
Psygnosis released several of these as free pass-around demos. This one is of the MS-DOS version, and is only about 19 minutes in total. Enjoy the festive yuletide peril!
On Romhack Thursdays, we bring you interesting finds from the world of game modifications.
In the world of romhacks, the term “Ancient Dungeon” has a specific meaning.
Way back in the SNES days, there was the cult favorite JRPG Lufia and the Fortress of Doom, a.k.a. Estpolis Denki. While overloaded, and most agreed harmed, by its ludicrous encounter rate, it had a good number of interesting innovations. It had an end-of-game stat report and a kind of New Game Plus mode, called “Try Again,” which reset players to base level but increased player experience and gold earned by four times. It had hidden Dragon Eggs throughout the world that could be collected and redeemed for special advantages near the end of the game, whereupon they would be scattered throughout the game, and refound, for more advantages. The game also had “Forfeit Island,” a place full of shops where every item the player characters ever sold throughout the game would make their way, and could be re-purchased.
Its prequel, Lufia II: Rise of the Sinistrals, had even more play innovations, including visible monsters and a Zelda-like system of items that could be put to various uses on the exploration screen. Another thing Lufia II expanded on was the first game’s “Ancient Cave,” which was a dungeon that only a single character could enter. It didn’t take up a large portion of the original game, but Lufia II expanded it greatly, turning it into its own alternate game mode, that could be accessed from the main menu after completing the game.
Probably inspired by the Mystery Dungeon games, this version of the Ancient Cave was a 100-level randomized dungeon that reset players to Level 1 and no equipment when they began. It’s a completely optional challenge in that game, but many players found it highly interesting.
In romhack circles, an “Ancient Dungeon” is a game that completely tears apart its original game and turns it into a randomized play experience like Lufia II’s Ancient Cave. A similar implementation is Mega Man 9 and 10’s “Endless Mode,” which has also been recreated in romhacks for other Mega Man games.
Most Ancient Dungeon hacks are for JRPGs, but now we have one for Nintendo’s Legend of Zelda, and you might find it worth checking out.
The Legend of Zelda: Ancient Dungeon takes its name literally, in that the whole game is just one dungeon. There are no overworld screens. Each room contains a number of enemies, sometimes easy, sometimes hard, sometimes few, sometimes many, and sometimes a boss. They still drop items when you kill them, so you can build up lost health if you’re careful.
The creator of the hack managed to include the overworld enemies in the dungeon rooms, and also include monsters who are not ordinarily found in the same dungeon in the same room, by dynamically loading monster graphics during room transitions. That’s a pretty decent technical trick!
The layout of the dungeon is completely random. Monsters are chosen dynamically as you go. Many Ancient Dungeon hacks are actually computer programs that do the random generation themselves, and write that layout to the rom, so if you play the same version multiple times you’ll get the same dungeon each time, but that does not happen here.
The game shuts the doors out of each room until all the enemies inside have been defeated. Sometimes when you clear a room, a random item will be left. Once in a while this will be one of the game’s major items, like a Sword or the Ladder. You often get Heart Containers or other major items from beating bosses. There are also rooms where an old man offers to sell you another item using the rupees that you find along the way.
This Ancient Dungeon hack doesn’t map logically. Often you’ll enter a room with one exit, which will lead to a different room than it was when you were there before. This doesn’t mean your choice of exit is completely meaningless though. You’ll still enter the next room out of the opposite side of the screen as you left the last room, which can be important if you’re expecting a boss in the next room.
One thing about this hack is that it ramps up pretty slowly. When Link has full hearts he can shoot his sword, which can make quick work of many screens of enemies. If you take even half a heart of damage, though, you’ll go to only short-ranged attacks until you can build it back up. Getting far demands a lot more care than normal Zelda. You might find Water of Life as you go, which you may have to make a difficult choice as to whether to use it quickly and get your sword back, or save it for when the monsters get tough.
In my first test play I mostly ruled at it. I’ve played a ton of Legend of Zelda over the years, and I even managed to-carefully-destroy a three-headed Gleeok with just five hearts, a Wooden Sword and a Blue Ring. But I still lost, on Room 155, when I was unexpected thrust into a room with three blue Darknuts and three blue Wizzrobes, not a pleasant sight when you only have those five hearts and Blue Ring.
The hack does not allow for saving your progress, and unless you cheat by using savestates you lose everything you’ve done when Link gets his ticket punched. 155 rooms is a long way to go to only have five hearts to show for your progress.
I don’t know if I’ll try it again. Zelda’s dungeon rooms sure get monotonous after awhile. It could use a lot more variety in graphics, and its colors don’t even change throughout all those rooms. But this hack was released very recently, and I look forward to seeing what creator arnpoly does with it in the future!
Youtuber LackAttack24 did a successful hour-long play of this hack, if you’d rather watch than try it yourself:
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
Pretendo is a recreation of the Nintendo Network, Nintendo’s online networking infrastructure for 3DS and Wii U software. It’s still under development, but when it’s fully operational it may even be able to resurrect lost and lamented services like Miiverse and Wii U Chat.
To help avoid legal entanglements it’s a clean-room reimplementation that doesn’t use Nintendo confidential documentation, which does slow their work, and users will have to make new accounts since they don’t have access to Nintendo’s account information (and wouldn’t want it if they did have access).
Even when Pretendo is usable by normal users, unless you’re playing using an emulator (Cemu is the only one that supports it), you’ll have to hack your system to use Pretendo’s servers. Currently the servers for some 3DS and Wii U games are still operational, but it’s only a matter of time before Nintendo shuts them down, just like they did with the Wii, despite its popularity. It is nice to know that people are working for replacement infrastructure for that eventuality.
A similar service, Wiimmfi, is in operation to replace the Nintendo Wi-Fi Connection that Wii and DS games used.
Another Youtube video? Yeah I know. This one explains how gravity works in Super Mario Galaxy. It’s 29 minutes long. The basic gist is, there are eight kinds of invisible gravity field objects, based off of simple shapes, in the game, which are used in concert to create the various orientations that Mario switches to as he moves around: Parallel, Sphere, Cube, Disk, Torus, Cylinder, Wedge, Wire (basically an arbitrary path in space), and Cone, which is only used in two places.
An interesting fact from near the end of the video: gravity affects Mario’s shadow! Shadows point towards where Mario will fall, not according to how light strikes him, to give players a sense of where he is spatially in 3D space.
For this Perceptive Podcast, I spoke with Dan Bernado of Dreamnaut Studios to talk about the release of the game Grid Force Mask of the Goddess, creating the story and art, and more.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
The Youtube channel Retro Game Mechanics has done a series of three videos on glitches in Super Mario Bros. One involves using the NES game Tennis, which has a certain property of its code that allows you to load all kinds of funky levels in SMB.
They’re all interesting, but the one that floats my particular boat is the third, which turns into a deep dive in the compressed manner that Super Mario Bros. stores its levels in ROM, and uses to draw them during play in real time.