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”
On Romhack Thursdays, we bring you interesting finds from the world of game modifications.
You can find romhacks of all kinds and levels of quality. Professional translations that seek to produce what an official localization would be, and slapdash language conversions. Graphic hacks that make Mario into Wilford Brimley. Total conversion games that turn the original into something so different that it seems like it would have been easier to have started from scratch, and juvenile dialog hacks.
This week’s hack lies on the middle ground. Alfonso De La Vega’s The Winter Lion is a game where it feels the creator’s ambition exceeded their grasp, a little. The title screen and overworld of The Legend of Zelda: A Link to the Past really weren’t changed much, and where they were changed it’s kind of ugly. The plotting it a bit clumsy. But the writing has real poetry to it, there are some interesting ideas behind the way it uses the game’s item progression to enforce making difficult choices that fit along divergent plotlines.
I try to put a title screen into these posts to introduce the hack, but The Winter Lion doesn’t change it, at least in the current version–hacks can be updated, after all. For now though, we’ll just have to settle for gameplay images.
The Winter Lion is an interesting take on the Zelda formula in that, instead of a Link as a kid or teenager, he’s an old man. Arguably the best-realized aspect of the hack as it stands is the pixel art that puts a white beard on him. He’s still pretty small compared to the other adult characters in the game, but it looks good enough in play.
Sadly the alternate paths aspect is a bit janky. Bombs have been removed from the early game, except for a single one in the first palace. There’s a political aspect of the game where you can either follow a military path in the story by using that bomb to activate a switch, or a revolutionary path by using it on a certain building in Kakariko. If you use it anywhere else you’ve blocked Link’s progress and have to start over. It doesn’t help that some cracked walls can be opened with either the bomb or the Pegasus Boots; if you open a Boots wall with the bomb, you’ve messed it up. There is a walkthrough in the readme on the Romhacking entry, but you may want to make a save state before using that bomb, just in case.
The story is pretty one sided. It makes it clear that picking the military option is the bad one, and the revolutionary option is the good one, which, regardless of what you think about the moral choices involved is pretty obvious writing. But it’s implemented in an interesting way at least. And it’s not too difficult overall! So many romhacks are made for hardcore players that it’s refreshing to find one with only a modestly higher difficulty level. And it shows a lot of ambition by a first-time hack creator! We await future revisions of this hack, or whatever they choose to turn their attention to next.
The Winter Lion (romhacking.net, hack of The Legend of Zelda: A Link to the Past)
“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar!” – your faithful reporter
Welcome shlorbs and foobs to our mostly-weekly text-based internet news program! I hope you enjoyed our techno/bicycle horn fusion theme song! It’s the number one chart-topper on my homeworld, but admittedly my species doesn’t have ears. Images includes in this post are ultimately from Mobygames.
Emily Olson at NPR (swanky!): Google’s shares dropped by $100… (holds paper in front of eyes, reads twice to make sure I see it right)…billion after a disastrous AI demonstration. As a wise cartoon butler once said, “You people have too much money!” I guess we see where everyone’s looking for the next unsupportable tech bubble now that crypto’s in what I understand humans call “the crapper!” I never understood that saying personally. It isn’t the thing that craps!
Kotaku. Luke Plunkett. Sony claims before court that Microsoft’s request for documentation goes so far that it’s “obvious” harassment. I mean I am at a point in my blobular life that I don’t see anyone representing a corporation as saying a single syllable that isn’t mathematically calculated to four decimal places to improve their balance sheet, so who the hell knows if it’s true. Maybe it is? I am staying neutral in this fight. Acids and bases hurt my cell wall.
Will Shanklin of Engadget tells us that a “Minecraft mad scientist” has recreated The Legend of Zelda in Minecraft, and in true mad scientist fashion is holding the work hostage, refusing to release it unless a video demonstrating it hits 5,000 Youtube likes. The article said it was at 500 likes; at our own press time it was up to 4.5K, so by the time you read this it should have enough. I will pass it along to Editorial as possible blog fodder (“blodder”) for Set Side B!
Ron Amadeo brings us the news that with the switch to monthly updates of Android 14, Google will begin just blocking apps on it made for versions of Android before 6. The reason given is security, but bah to that, old software and its preservation simply isn’t a priority for megacompanies like Google. Does anyone remember the days when it seemed like they might be a different kind of tech company? Me neither.
Chrontendo is, of course, Dr. Sparkle’s great and long-lived journey to document and discuss every Famicom and NES game. He’s made a lot of headway! He’s also doing Sega and PC Engine/Turbografx games!
We avidly, and a bit obsessively, link every Chrontendo episode as it’s posted. But what about the many days which don’t see a new episode?
On those days, you’ll just have to console yourself with Randochrontendo, on both Twitter and Mastodon, which posts random images from Chrontendo, usually screenshots, every thirty minutes. Sometimes you just want to look at a random 8-bit video game, and when those times arrive, Randochrontendo has you covered.
We now turn to the RPG genre, that also helped while I was writing my book on RPG design. We have some very different takes that go from being old school, to not-so-old school design.
#3 Betrayal at Club Low
You may have played a lot of RPGs, but tell me, have you ever played one where you are a pizza spy trying to break into a club and may inadvertently become the greatest DJ ever known? Betrayal at Club Low is a trip through a strange world where you must use the power of your dice, and pizza, to get past different encounters. Upgrading your dice will give you a better chance at winning encounters, and the story will go differently based on what choices you choose and which encounters you win. There really is nothing else quite like this game, and it’s such a weird delight to go through, especially if you love pizza as well.
#2 Chained Echoes
The most “traditional” RPG on the list this year, Chained Echoes does a great job of mirroring and honoring classic JRPGs but does it in a way that is different the more you look under the surface. With a huge world to explore, challenging combat, and amazing pixel art, this is the game for JRPG fans who are looking for something new to play. While it’s a bit too traditional when it comes to encounters for my taste, it’s still a solid game.
#1: Fear and Hunger 2
I’ve already talked about my love/hate of the brutally difficult Fear and Hunger, and Fear and Hunger 2 continues that trend with more disturbing sights, challenging gameplay, and a whole new world to get lost in…and killed in. This is not for the faint of heart, or those looking for an easy time. This is a game where failing the tutorial will get your legs chopped off.
This is less of an RPG and more of a brutal puzzle for you to try and solve. One day, I need to sit down and try to learn both games. If you like your RPGs hard, and aren’t easily disgusted, there is no other series like it.
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”
It warms the heart, as much as a cynical ad campaign for this year’s disposable cartoon media movie product can warm, to see that the Super Mario Bros. Movie made a website for the bros’ plumbing business.
And they made a commercial for them featuring a certain song that’ll certainly bring a smile to people who were kids in the late 80s in the U.S. I feel the spirit of Captain Lou Albano beaming down on us!
People who are familiar with the Deep Mario Lore will recognize the reference to Foreman Spike, from Wrecking Crew, in the Testimonials section, implying he’s in the movie:
The phone and text numbers on the site appear to work. If you text the number 9295562746 (the last five digits spelling MARIO), you can get this business card:
Why you want a graphic of a business card for a fake plumbing business created as a promotional tie-in for a movie based on a video game is your own lookout. I’m sure the website and the number, barring any original-Space-Jam style miracles, will stop working in a couple of years, so enjoy these pieces of electronic ephemera while they last.
The World Wide Web is now over thirty years old. In that time, more content has vanished from it than remains now, but some of it can still be dredged up from the shadowy archives of the Wayback Machine. This is the latest chapter in our never-ending search to find the cool gaming stuff that time forgot….
Post date: February 12, 2009 Archive date: July 6, 2012 Wayback Link Original URL: http://www.annathered.com/2009/02/12/valentine-meringue-mario-mushrooms/ Found through: the archives of Everlasting Blort
Anna the Red, self-described as bento and plush designer, current whereabouts unknown but went on to work for gaming company The Behemoth, posted instructions on how to make these adorable edible Mario mushrooms for Valentine’s Day back in 2009.
While the page that hosted the recipe is now only on Wayback, the image gallery that it drew from is still alive on Flickr. (Remember Flickr?)
Content warning: cartoon blood, violence against Goombas.
This one goes back a ways. I wonder how many people have viewed this in the past decade? It was popular enough once to get up to nearly half a million views, but who knows how many since its original upload in 2007?
A reference to the website of an ancient meme (it seems to have died in 2007), itself riffing on the white flag with a red star that goes up when Mario reaches a castle. This realistically-proportioned Mario ruthlessly smashes and crunches Goombas in a variety of ways, armed with the People’s Hammer, while stirring Russian choral music plays in the background. The video is a rendering of a Newgrounds flash animation, that seems to still be up, and even playable (I assume they’re just using a recording of a higher-quality rendering of the Flash file).
While Russia’s actions as of late are not a laughing matter (except perhaps in the sense of laughing at incompetence at war), we can separate the action in a 2007 meme from their current misadventures, right? Freedom for Ukraine!
The Youtube channel of chirinea mostly hosts cover songs, but they just posted an interesting short video (about 13 minutes), both explaining the Brazilian NES game scene and figuring out why the author’s Battletoads cart skips level 2.
During much of the NES’s life, Nintendo has no distribution deal to release consoles or games in Brazil, leaving the market open for a legion of bootleg cartridge manufacturers. The video author had some of these games, which were usually straight dumps of the originals, but their version of Battletoads was not.
It had been slightly localized, with its intro text translated into Portuguese. But there were some other minor changes too. Players started with an extra life, and had infinite continues. But also, for an unknown reason, the game completely skipped the second level, the one right before the game’s infamous Turbo Tunnel.
Was it a change in the game’s code, or a malfunction caused by his NES hardware? chirinea had a bit of an adventure in figuring out how to get the code off of his cartridge into an emulator so it could be compared with the official release, and ultimately found out that yes, the code was different, and it was probably done to avoid problems with Brazilian bootleg NESes crashing on level two.
It’s an interesting journey, and worth the fairly brief runtime to find out how he did it.
Thursdays here at the moment are the domain of Edit the Frog, so we put off our overview of the Nintendo Direct until today.
While most sites have already regurgitated the news into your waiting beaks, this time we’re recounting the release dates chronologically, so you’ll know what order to expect everything. Specific games of possible interest to a hazy mirage that I imagine to be our readers are in bold:
FEBRUARY 8th: Nintendo Switch Online Gameboy & GBA Support, Fire Emblem Engage Expansion Pass, Metroid Prime Remastered 15th: Xenoblade Chronicles 3 Expansion Pass DLC volume 3 22nd: Metroid Prime Remastered on cartridge 24th: Octopath Traveler II, Kirby’s Return to Dreamland Deluxe
MARCH 6th: Dead Cells Return to Castlevania DLC 17th: Bayonetta Origins: Cereza and the Lost Demon 20th: Spring begins. Releases for Spring: Splatoon 3 Expansion Pass, Mario Kart 8 Deluxe DLC Wave 4,
MAY 12th: The Legend of Zelda: Tears of the Kingdom
JUNE Some time in June: Harmony: Fall of Reverie 1st: Etrian Odyssey Origins Collection 2nd: We Love Katamari REROLL + Royal Reverie(what is it with the word “reverie” this month?) 21st: Summer begins. Releases for Summer: New Samba de Amigo, Ghost Trick: Phantom Detective, Baten Kaitos I & II HD Remaster
JULY 21st: Pikmin 4 28th: Disney Illusion Island
AUGUST 29th: Sea of Stars
Some time in 2023: Fashion Dreamer, Decapolice, Fantasy Life i: The Girl Who Steals Time, Professor Layton and the New World of Steam
The Metroidvania category continues to be an indie staple and this year saw some very interesting ones getting released and hopefully a good sign for 2023.
#3: Haak
The first of several metroidvanias that came out after being on early access, Haak delivers a combination of combat, platforming, and exploration through a stylized destroyed world. The game starts out simple enough, but it does get quite difficult near the end. There are multiple endings, secrets, lots of collectibles, and bonus quests to find in it.
What keeps it from getting higher is that the game tended to rely a bit too much on having to find secrets and hidden stuff to stand a chance, especially at two bosses near the end that spike in difficulty. If you’re looking for a challenging metroidvania, this is a very solid example.
#2: Dungeon Munchies
Even longer on early access and finally out, Dungeon Munchies comes with a lot of variety and charm. What starts out as you coming back to life to learn to cook food from a master necromancer/chef, turns into an ever-escalating journey into this strange world with a lot of heart, soul, and food to uncover. The game takes a lot of interesting turns that no one will really expect where it all leads, and still manages to keep its heart until the very end. Using your food items as a source of customizable buff lists is a different take. What stops it from getting higher is that it did feel janky in spots, and some of the metroidvania progression felt forced.
I hope we see more from the universe as there is a lot more stories to tell and food to make.
#1: Haiku the Robot
Haiku the Robot is a solid metroidvania with inspiration heavily from Hollow Knight while still carving out its own unique take. In a world where humanity is gone and there are nothing but robots around, when a strange corruption starts spreading, it’s up to Haiku to figure out what’s going on.
This is just an all-around great take on the design — controls feel solid, upgrades substantial, and there are plenty of secrets and collectibles to find. If you’re someone who is itching for Silksong and that style of metroidvania, don’t sleep on Haiku.
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”
On Romhack Thursdays, we bring you interesting finds from the world of game modifications.
There aren’t many game series with the reputation that Castlevania has. While it’s always been very popular, the stature of the original game has only grown over the years, and it’s now seen as one of the very best games on the NES. We’ve talked about it here before, and about how badly the creator of one of the best-designed games ever made was treated by his company, but we’re not here to talk about sad things today.
You’d think Castlevania would have more imitators, but there aren’t as many as you’d think there would be? It has specific and definite ideas, some of them not obvious to a random player. Simon moves slowly and jumps stiffly, but it’s clear with repeated play that not only is the game designed around this, it’s even a better game for it! It’s a good example of how reducing a player’s abilities, relative to Mario-standard, can actually result in better play.
One of the few definite Castlevania clones that come to mind is Thinking Rabbit’s 8 Eyes. It could not be more obvious while playing it that its designer played a lot of Castlevania; its hero Orin’s movement is nearly an exact match for Simon Belmont, and it even has staircases that he can climb and hidden items buried in the walls.
It’s not as good a game as Castlevania, definitely, but it has its own ideas, and I respect it for adding some unique features. The player can determine what order the first eight levels are played in, and every time they finish one their attack power is upgraded. It has devious level designs that don’t always map cleanly on paper. It has a player-controlled drone character in the form of a falcon that can be deployed, and then flies around on its own, and can be commanded to attack and return and even has its own health. Most interesting of all, every level has hidden with it a clue, a piece of text that must be found and used at the end of the game to solve a logic puzzle to finally win.
There’s a lot of cool ideas in 8 Eyes. If it had some more design and development work put into it it could have been seen as a later highlight of the system. elbobelo has, for over fourteen years, been at work on a huge hack to put Simon Belmont into the game. In a forum thread they started long ago they mentioned that, while work has slowed, it’s still going. They haven’t issued a public release since an old beta in 2008, but there’s enough present in it to make one wonder how it’ll play when it’s finally released.
Fortunately, the 2008 version of the hack keeps the cool ideas that 8 Eyes contributed, and it just adds features from Castlevania I and II. It keeps the falcon, the diabolical levels, and the clues and game-ending logic puzzle. Gone, however, is the player’s sword, replaced with Simon’s whip, which is a vast improvement. In addition to the falcon, Simon can find his usual subweapons, which don’t replace each other but can be switched between with the Select button. It doesn’t make the game too easy because 8 Eyes was a very difficult game. It just makes the challenge more reasonable.
Best of all, it also keeps 8 Eyes’ weirdest aspect: after you beat each boss, you sit down and have tea with them! In the original the tea was brought by one of the boss’s flunkies, but in this hack one of the skeleton enemies brings it in. It’s surprisingly adorable!