I worry that he’ll never finish his many Youtube game history projects, but Jeremy Parish has hit an important milestore as Segaiden, his Sega-specific series, reaches the beginning of the Master System era! In addition to the console itself three games are covered this time, including the pack-in that’s so packed-in that it’s included on the system’s circuit board itself.
There’s no shortage of game history videos out there, but Jeremy’s work is among the best, tieing the other collection of relentlessly-complete game cataloging projects, Dr. Sparkle’s Chrontendo, Chronsega and Chronturbo. I find that neither Jeremy nor Sparkle’s projects replace the other, but instead look at their subjects from different angles. Jeremy Parish has more of a view of context, both from other games and history, while the various Chrons look directly at each game’s play.
But importantly, neither of them succumb to the many excesses of Youtube gaming culture: they aren’t hyperedited, they aren’t overloaded with sound effects and swishy graphics, neither of them feel like they’re aimed at 14-year-olds, and no video in any of their series looks like it’s trying to complete with Tiktok. Whether you think that’s a good thing or a bad thing–well, let me clarify your thinking for you. It’s a good thing. It’s a very good thing.
Everyone’s favorite, or at least the most famous, charity speedrunning marathon is back! It’s January 8 through 14. This is the one with Awful Block, BTW! This year AGDQ is being run to support the Prevent Cancer Foundation.12
This year I have a schedule conflict and so I won’t be able to watch it as carefully to report on day to day here. But I can try to say something where I can when I happen to catch a stolen moment!
Of note, AGDQ 2023 this year is completely online again. SGDQ this year went back to being in person, but particular issues resulted in AGDQ going back to online-only. Specifically, back in 2020 before the pandemic happened, they had locked in a venue in Florida. Since then not only did the pandemic hit, but Florida went absolutely anti-vaccine crazy, not to mention anti-trans!
Both of these factors resulted in their decision to not hold the event in Florida, even though it requires paying substantial cancellation fees. That sucks, but I support them in this decision, and I say this as someone who lives in a state close to Florida.
Even though I won’t be able to follow it as closely as last time, they will still be posting archives of all their runs to Youtube so they can be watched after the fact! And I can still take a moment to have a look at their schedule right now and find some things that might be of interest out our audience of three, maybe even four people. All times here are US Eastern:
SUNDAY, January 8th
Noon: Splatoon 3, still a really new game so you’ll probably to be able to see a lot of new tech!
1:30 PM: The Legend of Zelda: Breath of the Wild. The past six years this game has been absolutely blown apart in strange and entertaining ways! This may be its last year in the spotlight though, since its sequel is coming out this year!
4:29 PM: Castlevania: Symphony of the Night. An old favorite!
11:19 PM: Pokemon Mystery Dungeon: Explorers of Sky. This is a randomizer run, so unusual events may be in the offing!
MONDAY, January 9th
4:30 AM: Ax Battler, A Legend of Golden Axe. A fairly obscure Game Gear game, focusing on the least charismatic character of the original Golden Axe trio.
7:35 AM: Bomberman 64: The Second Attack.
11:39 AM: Shovel Knight Dig. A race!
2:54 PM: Teenage Mutant Ninja Turtles: Shredder’s Revenge. This is that recent game made as an homage to the classic Konami arcade titles! This is described as a “chill race,” and is being played in co-op mode.
6:59 PM: Portal. A “bonus game,” which will be done if a donation incentive is met. Portal is another game that’s been annihilated by speedrunners.
10:59 PM: Fable Anniversary.
TUESDAY, January 10th
12:29 AM: Ape Escape 2.
3:39 AM: Goat Simulator. “Here comes that goat again….”
10:29 AM: Castlevania: Harmony of Despair.
11:39 AM: Castlevania: Aria of Sorrow.
2:30 PM: Super Mario Galaxy 2.
7:05 PM: Outer Wilds.
WEDNESDAY, January 11th
4:02 AM: FEZ.
6:28 AM: Final Fantasy VII. Over seven hours!
2:03 PM: Stardew Valley. A glitchless race.
2:53 PM: A Sonic the Hedgehog block, with Sonic Unleashed, Sonic Colors: Ultimate and Sonic Advance 2, which is the subject of a character bidwar. #teamamy
5:21 PM: Pokemon Red “or Yellow,” I don’t know what that means. Glitchless, but only two hours long. How?
7:36 PM: Ocarina of Time 3D.
8:21 PM: Last year’s hit Stray as a bonus game.
11:54 PM: Kirby Star Allies, with a “Guest Star?”
THURSDAY, January 12th
12:44 AM: Pac-Man: The New Adventures. This is that funky 16-bit game where you don’t directly control Pac-Man but instead try to influence an AI-controlled Pac to do what needs doing. This may be intended to kick off Awful Block, but I don’t think it’s really awful, just, not really much of a Pac-Man game.
1:23 AM: AWFUL BLOCK! Yo! Noid 2: Game of a Year Edition, Yolanda, Lizard Lady vs. The Cats, Office Race, Salamander County Public Television, Battle of the Eras, Morodashi Sumo, Dokkaebi-ga Ganda, I’m going to die if I don’t eat sushi!, Sonic Blast, Bad Guys At School, and Steven Seagal is the Final Option, at 7:05 AM.
8:59 AM: The World Ends With You: Final Remix.
12:54 PM: Metal Slug. Oh I’m sorry, that should be Metal Slug!, with an exclamation point.
2:00 PM: BS The Legend of Zelda. Not only is this a terrifically obscure game, only released on the Satellaview in Japan (and only coming down to us in any form due to the hard work of preservationists and hackers), but it’s a 100% race!
6:17 PM: Puyo Puyo Fever 2.
6:57 PM: Mario Kart 8 Deluxe DLC tracks as a bonus game.
8:27 PM: The Simpsons Hit & Run.
11:43 PM: Power Wash Simulator.
FRIDAY, January 13th
3:06 AM: Kirby Air Ride. A hugely underrated game! Although sadly this is normal racing and not its stand-out mode, City Trial.
3:39 AM: A short NES block, with Jackal, Mickey Mousecapade and Chip ‘n Dale Rescue Rangers.
5:33 AM: Beautiful Katamari.
7:03 AM: Gunstar Heroes.
8:28 AM: Kirby’s Adventure.
10:35 AM: Metroid Prime 1+2. Multiworld Randomizer Co-op. How will this even work?
1:45 PM: Cult of the Lamb.
6:00 PM: Elephants and Snakes and Crocodiles. On the SNES? I’ve never even heard of this one!
6:55 PM: Final Fantasy XIV. The description of this one is a jumbled alphabet of abbreviations and initialisms, I have no idea what any of that means.
8:05 PM: Arcade Stepmania, as a bonus game. This is a demonstration, not an actual speedrun, but these tend to be insane anyway!
9:35 PM: Super Mario All-Stars Shuffler.
SATURDAY, January 14th
2:38 AM: Blinx the Time Sweeper.
5:29 AM: Mega Man 64 and Mega Man Rock N Roll. The first of these two is the N64 version of Mega Man Legends, the second is a fan game.
9:08 AM: Donald (Duck) in Maui Mallard.
11:27 AM: Metroid Dread. All boss glitchless. To think we went from this game being a vaguely rumored cancelled title to an official release being speedrun at AGDQ in a little over a year.
1:17 PM: Terraria.
6:02 PM: The Legend of Zelda: A Link to the Past as a bonus game.
10:53: Super Mario 3. Warpless, but any%.
That should be it, although of course they like to put in unannounced bonus games toward the end, so keep your eyes open!
On Romhack Thursdays, we bring you interesting finds from the world of game modifications.
The 2D Super Mario Bros. games illustrate pretty well how game design tastes were changing through the NES era. Super Mario Bros. and Japanese Super Mario Bros. 2 still follow an arcade-like paradigm, where players are expected to lose many games before they finally rescue the princess. (Obviously, Vs. Super Mario Bros, being a coin-op game and which was released between those two, adheres to an arcade play ethic out of necessity.)
But Super Mario Bros. 2 is more of an adventure, where a skilled player might finish it on their first try, and an experienced Mario master can amass so many extra lives in Super Mario Bros. 3, as soon as World 1-2, as to make finishing it on the first attempt quite possible. Then when we move into Super Mario World we have outright game saving, and the fear of the Game Over screen recedes almost completely. That is the structure that all the later Mario games have followed, where losing progress is fairly unlikely.
I am not here to claim that this is a bad thing, and of course, even Super Mario Bros. offers to let the player continue on the world they lost on with the use of a code. But the code is still a secret, and while it isn’t a bad thing, it is a different thing. Super Mario Bros. with the copious extra lives and rule changes of later games, would be much a different experience to play through, even if all the levels are unchanged.
The romhack Super Mario Bros. Tweaked, created by Ribiveer, makes those changes. The worlds are exactly the same, but many subtle aspects of SMB have been brought into line with its sequels. Here is a list:
• Starmen count the number of enemies you defeat while invincible, increasing scoring, and if you get enough you start earning extra lives. This change alone will earn you tons of extra lives.
• Extra lives over 10 are displayed correctly on the level start screen, and are limited to 99. Mario’s state on the start screen is properly updated based on his powerup state.
• If you hold the jump button down while stomping on an enemy, you get extra height. This happens in Japanese Super Mario Bros. 2 as well, of course.
• Consecutive stomps and enemies defeated by shells and Starmen increase the pitch of the enemy defeat noise as points increase, as they do in Super Mario World and later 2D Mario games.
• Taking a hit while Fiery Mario reduces you to Super status. Also, if you make a Fire Flower appear, then take a hit before collecting it and get reduced to Small Mario, collecting the Flower still advances you to Fiery state.
• Reaching the top of a flagpole awards you not points but an extra life.
• Invisible extra life blocks aren’t disabled if you failed to collect enough coins in the previous world’s third level, as explained in our previous post.
• Collecting a powerup in midair no longer ends your jump.
• The conditional scroll stop at the end of 1-2 and 4-2, which is broken in the unmodified game, work now, making it much harder to reach the famous Minus World. It’s still possible to reach it; the patch author promises a surprise if you do.
Some of these changes mean that players get a lot more extra lives, greatly decreasing the game’s difficulty. Consider that now, 38 years after the game’s release, far fewer play Super Mario Bros. than they used to. Someone might dust off their old NES some time, or play it on Virtual Console or through Nintendo Online on Switch, or emulate it by some other means.
But most people now who play SMB are probably people who are at least very good at it: streamers and speedrunners. People who don’t need the game to be made any easier. A patch like this might open Super Mario Bros. up to people who always thought it was too difficult, though.
It does feel a touch fairer, without that expectation that players will lose over and over. If you always found the first Super Mario game too challenging, give this hack a try. The challenges are pretty much the same, but you’ll have quite a few more chances to learn to overcome them.
You can now binge on extra lives as easily as you can in later games
You don’t have to trigger the game’s secret condition to make extra life blocks appear
Oh almost forgot, some of the Cheep Cheeps are green now
This one is going back to my Metafilter posting history. In case you’re unfamiliar with Lode Runner, I really have to give a short history and primer.
Lode Runner was a game released in 1983 for the Apple II home computer, although ports for several other machines were soon developed and released. Created by the late Douglas E. Smith, it asked players to maneuver through 150 levels of caverns and structures, collecting all the gold (little boxes) on each level then ascending to the top of the screen.
Apple II graphics set
150 levels sounds like a lot, and it really was, but amazingly the game keeps finding new ways to surprise with its small number of level parts and their implications. When player were done with those (or even if they weren’t), Lode Runner included a level editor that player could use to make their own levels.
The ostensible subject of this post is a web recreation of Lode Runner that includes hundreds of levels to play and learn and enjoy. But the site largely speaks for itself in that regard, I think, so here’s some musing on Lode Runner itself, and its history.
So, here is the link. If you’ve never played it before, it’s simple to get into, but very interesting to puzzle over. Every level can be completed, even if many of them seem like they can’t possibly be. Good luck!
Design
Each Lode Runner level is composed of only a small number of parts. There’s the player and the guards that pursue them, of course. There’s normal, “diggable” blocks, solid “undiggable” ground, ladders, overhead bars, trap doors that look like diggable blocks but cause the player to fall through them, gold boxes, and hidden ladders that only appear when the last gold box has been collected.
Diggable blocks, the ones that look like bricks, can be drilled into, leaving a hole, but only when standing next to them and they have nothing above them. That means absolutely nothing: a quirk of the game is that even a set of overhead bars or an invisible ladder in the space above a block will prevent it from being dug.
The obvious use for these holes is to trap guards. When one falls into a hole, it’s stuck for a few seconds until it can climb out. Holes close back up after a short while, and a guard in a hole when it closes up around it are killed, usually to respawn randomly near the top of the screen.
Digging layers down to reach buried gold
The inobvious use is to penetrate into the very walls of a level to collect gold that would otherwise be inaccessible. By digging out a whole layer of bricks, the player can jump into the excavated space and continue digging the next level down.
The other thing about Lode Runner is the AI of the guards. They’re run by a simple program, and are easy to manipulate, but they still have a way of keeping the player guessing when they function as obstacles. When used as tools though, learning how to manipulate them becomes essential. The player can stand on their heads, and because they fall faster than the guards, can even use them as momentary platforms during a fall, to quickly step to one side on the way down.
I don’t mean to dive too deeply into the pieces, their workings and their quirks. A lot of the fun of Lode Runner comes from discovering them for yourself, and being introduced, step by step through the game’s levels, to their implications.
Culture
Back in high school we had an Apple IIc in the back room that we could play with on breaks. I’m not sure what it was there for, I don’t think any educational software was ever run on it, but the copy of Lode Runner on it (already a few years old by that point) was put into heavy rotation, and students would bring their own disks to school to save levels on.
This is an aside, but it demands to be told: one such student saved a number of levels they had labored over to a disk and left it in the room one day. A friend of his, who had thought that student had erased his disk or saved over his own levels, physically cut their disk up with scissors and left it on their desk! It was all in error, but the two’s friendship was never the same after that. The moral: do not be quick to vengeance, theatricality gratifies only one’s self, and in any case, be sure of the facts first. More times in my life I’ve seen someone take drastic steps in error than in rightness. So, back to Lode Runner!
A number of classic Western computer games got a second life, sometimes one that far outstripped their beginnings, when they got ported to Japanese computers and game consoles. Lode Runner was first ported to an arcade cabinet by Irem, then converted to the Famicom by Hudson Soft, where as a prominent early title for that system it went on to sell over a million units, and became a part of Japanese popular culture. From there it reached a number of other systems, including a version for the PC Engine, called Battle Lode Runner, that much later would make it back to the US as an early Wii Virtual Console release. A few other game series that would become cultural fixtures in Japan, adding hundreds of thousands of sales beyond that of their U.S. editions, were Spelunker, Wizardry and Ultima.
Image from MyAnimeList, still kicking after 18 years
At the time Hudson Soft licensed an adaptation of their Adventure Island game, itself deserving of a long post, as an anime production, called Bug tte Honey, which I’m still not sure how to pronounce. It was a Captain N-style setting, where video game players were transported into the game world to have various adventures. It was used as a showcase for several Hudson properties, including Lode Runner.
Lode Runner is a timeless classic, something that we didn’t realize how good it was when we had it. I mean, we knew it was good, but we didn’t yet know how difficult it was to create something so elegant.
Castlevania is an old and much-examined game, but its world records have been moving again lately, due to the use of a very interesting glitch that takes advantage of the way it updates its screen in the invisible area outside the display’s area. The above video demonstrates this to remove a lengthy walking section from the fifth “block” of the game, and explains how it was done too. What follows is a text re-explanation of some of it.
Most NES games don’t update the display all at once, but take advantage of the fact that the system has a whole screen’s worth of area outside of the visible region to draw tiles into before they become visible. The NES doesn’t allow direct writing to PPU memory, so there’s only a small window of time in each frame in which screen tiles can be changed anyway.
Castlevania uses a system where, on specific frames, a block is drawn on the side of the screen the player is moving towards, in sequence, starting from the top and moving down on successive frames. It does this seven times, and repeatedly, for each column of tiles the player is moving towards.
However, it doesn’t reset the vertical column progress if the player changes direction! If the player instead moves backwards a small amount at a specific place, it’ll update the column on the other side of the screen instead, leaving the old data in the column the player had been moving towards.
Since multiple redundant passes are made, the player has to do this two or three times as they progress. It’s exacting, but if done correctly, they can cause arbitrary blocks of tiles to be left on-screen from whatever had been in video memory before.
When the player’s character climbs stairs, the game watches for ground tiles as a signal to exit climbing mode and resume walking. If there is no ground there, because it was never drawn there because of this glitch, then the character will continue climbing, up through the air, even through screen transitions, even through floors, until they reach the next bit of ground they can stand on.
“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar!” – your faithful reporter
You could consider the act of creating a romhack to, itself, have difficulty levels.
The easiest kind of hack to make, usually, is the simple graphic hack. Most game engines don’t really care what its characters look like, it just tells the hardware where in memory to get the data to display the game objects. If you only change the graphics, the rest of the program is none the wiser. That’s why there were so many dumb visual hacks in the early days of romhacking.
Up one level of difficulty is the level edit. These can be pretty hard if unaided, but many games these days have bespoke map editors. Many classic-era games don’t store their area data internally as tilemaps, meaning it’s not quite true that you can change game levels to just anything, and many of these programs are not simple to learn or use, but it beats finding and editing pointers directly out of the game’s binary code.
A fairly difficult thing to do is to modify the game’s engine itself. Platformer engines are complex mechanisms, especially back in the days when they had to be highly optimized in order to leave time in each frame for other necessary game logic. Many Game Genie codes modify engine operation, but many of those same codes make the game glitchy and prone to crash. Especially if the modifications involve the creation of additional game states, that not only must interface with the rest of the game’s code without breaking things, but must also have room found for them inside a typically crowded game program.
Mario has unlimited lives, which isn’t an uncommon change for a hack like this.
Mario’s health isn’t determined by his powerup state. 1Up Mushrooms have been repurposes to add a hit point, up to five. Powerups affect his abilities but don’t give him any extra hits.
Fire Flowers grant a limited number of fireball shots. One level, Frozen, starts Mario out with them, and offer additional shots.
While underwater, holding down Y allows rapid swimming, as if Mario were holding an item.
The level Automatic is an autoscroller, but with a twist: Mario doesn’t have free travel throughout the screen, but moves forward automatically at walking speed.
The level Climb grants Mario a wall jump! Like many game wall jumps, it’s hard to get used to, and requires tricky timing.
Yoshi can fly forever, but Mario takes damage as usual while riding him.
The biggest change, though, is that instead of trying to reach a goal, Mario is trying to collect coins by whatever means he can. When he gets his 99th coin the level immediately ends.
In difficulty, the game isn’t Kaizo-hard, but it heats up rapidly. The first level is about as hard as a later Super Mario World level, and it gets tougher from there. There are two tracks of levels and the player can progress along either, but both are pretty tricky. I’ve gotten about two-thirds the way through so far, so if there’s any objectionable content after that point, well, mea culpa.
The variety of themes and how they affect the 99-coin objective make this a hack not to miss. It’s not very long in number of levels, but there’s a lot of challenge here waiting for you. Good luck!
The Digital Antiquarian‘s website contains a wealth of information, but rather than let my works get too gummed up in describing it all right now, here’s is one page from 2012, on the creation of ZIL, the Zork Implementation Language, and the virtual machine that runs it, the Z-Machine.
When we left off last time, Marc Blank and Joel Berez were considering how to bring Zork to the microcomputer. Really, they were trying to solve three interrelated problems. At the risk of being pedantic, let me lay out them for you:
1. How to get Zork, a massive game that consumed 1 MB of memory on the PDP-10, onto their chosen minimum microcomputer system, an Apple II or TRS-80 with 32 K of RAM and a single floppy-disk drive.
2. How to do so in a portable way that would make it as painless as possible to move Zork not only to the Apple II and TRS-80 but also, if all went well, to many more current and future mutually incompatible platforms.
3. How to use the existing MDL source code to Zork as the basis for the new microcomputer version, rather than having to start all over again and implement the game from scratch in some new environment.
Back in 2010, over on Metafilter, three posts on The Legend of Zelda went up on the same day, on the day after Christmas, December 26th. Since then, I’ve tried to commemorate the event by making a post there about The Legend of Zelda each year. I typically tag these posts with “zeldaday,” to make them easier to find.
Since we have Set Side B now, I figured I’d crosspost the main content of this year’s Zelda Day post here as well. Here it is!
GameSpot has a long series of interesting discoveries of The Legend of Zelda: Breath of the Wild:
And now, a new series has started on the Wind Waker, with one video so far and 12 facts. Here is a playlist with all of them. All together, I count that’s 841 facts of Zelda esoterica to watch. I figure that’ll keep you going until Zelda Day 2023!
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:
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.