Romhack(ish) Thursday: 21st Century Roguelike Pac-Man

On Romhack Thursdays, we bring you interesting finds from the world of game modifications.

It’s another romhack post that’s really not a romhack, but kind of pretends to be one. Gridlock’s 21st Century Roguelike Pac-Man (which I’m going to call 21CRPM) at first looks a lot like the arcade classic, but then becomes something really, really different.

It becomes so different that the game it most brings to mind isn’t Pac-Man but Frog Fractions. It keeps piling on the play mechanics, in a way that the game makes apparent is meant to be humorous, but also sort of, kind of works. I mean of course it’s me saying this, ๐–ณ๐—๐–พ ๐–ฏ๐–พ๐—‹๐—Œ๐—ˆ๐—‡ ๐–ถ๐—ˆ๐— ๐–ช๐–พ๐—‰๐— ๐–ก๐–บ๐—‡๐—€๐—‚๐—‡๐—€ ๐–ฎ๐—‡ ๐– ๐–ป๐—ˆ๐—Ž๐— ๐–ฑ๐—ˆ๐—€๐—Ž๐–พ๐—…๐—‚๐—„๐–พ๐—Œ, so maybe I just like that sort of thing. Although the way it’s the most like roguelikes, permadeath, making you start completely over after losing, is possibly the weakest part of it. I had to start over a lot.

You start in the middle of the normal Pac-Man board, in a field of dots, and the ghosts roaming around as usual. It’s not exactly like classic Pac-Man; ghosts can catch you much more easily on corners (you’ll get caught this way frequently times before you adjust), and the AI is a little different. The Red monster, Blinky/Shadow/Akabei/Oikake, can actually turn right after coming out of the box, and move up through the paths above it.

Also, eating the Energizers in the corners doesn’t make the ghosts vulnerable. Instead, Pac-Man can shoot the dots he eats at the ghosts to defeat them, and while an Energizer is active his shots are stronger. Pac-Man must be facing into a corridor in order to fire, meaning he must often be running directly towards a ghost before he can shoot it. The Red ghost has the least health, and can often be gunned down even without an Energizer, while the Orange ghost has a lot of health, and usually must be shot while it’s traveling away down a long corridor. Fortunately, he’s not any smarter than he was in the arcade game.

A big difference is the Hunger meter at the side of the screen. It constantly runs down, at an alarming rate, as you play. If it runs completely out, the game ends immediately, regardless of how many lives you have left! You have to make sure to keep tabs on your hunger. And dots and ghosts don’t refill it, only fruit does, and only a bit of it. What Pac-Man can do, however, is save it for later: he has an inventory now, and grabbed fruit go right into it. You press the X button to bring up a menu, and can then pick out the fruit and munch it on down.

If you had to rely on the fruit from the center of the board though you’d starve pretty fast, so now Pac-Man has the ability to plant fruit in the maze. If you plant it, of course, then you can’t eat it, but it doesn’t take long for it to sprout and start generating new fruit of its own. You’ll soon have to start relying on this to survive.

When you clear the board of dots, the monster box opens up and when you go inside you get this screen:

This somewhat sarcastic screen appears to suggest that there’s more to the game than the starting screen. And it’s right.

Once you clear the board of dots, the game doesn’t end. Ooooh no, you’re just getting started. No, the board you start in is the “home” location in a much larger maze, accessed through the tunnels on the sides of the screen. As you explore this maze, new locations will be filled in on a map in the lower-left corner. The borders of this map aren’t the ultimate edges either. This greater map is created anew with each play; sometimes you’ll have tricky situations right near outside the starting board, and sometimes it’ll be fairly easy going. There are ghosts and dots and fruit in these boards too, and sometimes more Energizers, but there are no regeneration boxes. Ghosts you defeat out there turn into eyes, but have no way to turn back into ghosts, and eventually just fly away.

Out there in the maze there’s a lot of weird things to find. Like shops.

And quest givers:

And locked treasure rooms:

And areas of solid stone, and ore, that must be dug through Minecraft-style with a Pick (go into the Tools section of the menu to use it):

And a whole Pokemon-themed area:

And there’s crafting! And you can spend Galaxians you find to enhance stats! And boss ghosts to defeat! And probably more! I keep finding new parts to the game as I play. The game’s itch.io page even claims there’s a final boss to defeat, in the form of an evil version of Pac-Man, but I haven’t found it.

You can save your game, but in roguelike style, your session ends when you do it, and its deleted when you resume. Your game ends either when you run out of lives or your Hunger meter depletes, and both are way too easy to have happen. I find it helps to plant at least one fruit on each screen, but don’t carry around too many: if you’re holding too many things you become “Encumbered” and slow way down!

It’s an enjoyable game, for awhile at least. Pac-Man’s movement speed quickly feel much too slow for exploring the huge over-maze. His movement speed is one of the things you can upgrade by spending Galaxians, but I’ve only just recently even found one of those in the maze, and it was in a locked treasure room. It feels like there’s a lot more to the game than the permadeath feature allows me to see, but I’m still trying.

It is true that, ultimately, 21CRPM is a joke game, and the point is that Pac-Man doesn’t need elaboration upon, and the extra mechanics exist mostly to feel tacked on. There may not even be a real point to them. But neither is there a point to video games in general, and it’s still fun to explore them, for a while.

One of those boss ghosts you can receive a quest to defeat. They take a lot of damage, speed up as you deplete it, and can even fire back at you. You might want to craft a shield before taking one on, out of three Iron Bars (made from ore) and a piece of Wood (bought in a shop or acquired from using the Pick on a tree). You might be able to use a Sword on one, but they break quickly and I haven’t tried it yet.

21st Century Roguelike Pac-Man (itch.io, $0)

Romhack Thursday: Sonic 2 Score Rush

On Romhack Thursdays, we bring you interesting finds from the world of game modifications.

The gaming world is abuzz about speedruns. Speedruns are what gaming since at least Sonic CD call “time attacks,” attempts to play a game while minimizing the completion time. The phrase is a somewhat awkward borrowing from Japanese, as are a number of other gaming terms, like “stage clear” or “level up,” that happened when their gaming culture began to seep out overseas with the popularity of Japanese consoles and games from the time of the NES and SNES. (I am not certain, but I wouldn’t be surprised that the earliest English use of “level up” was in a Final Fantasy game.)

But that’s a digression. Sorry, I tend to make them a lot. Let’s go back to time attacks. Another version of the idea is a score attack, a play of a game with the intent to get a high score. For a lot of the arcade era, score attacks were just how you played video games, and there didn’t need to be a special term for them.

The title screen of the subject of this post (keep reading, it takes me a few paragraphs to get there)

Score in games has become much less important over the years, but it still persists in places. Super Mario Bros. is a notable early game that still has score, but devalues it. If you find a repeatable extra life (like from using a turtle shell to defeat a lot of enemies), you can mint points, that is to say, earn scores that are arbitrarily high, by getting the life and all the points up to it on a level, dying on purpose, then repeating those actions on the next and successive lives.

It took a long time but that was the beginning of the death knell for the importance of score in games. It didn’t help that, while score is important in a way in Super Mario Bros., since it’s a frequent award and needed as a spacer before the game starts awarding extra lives, it’s used for nothing else. Super Mario games will grant extra lives at the drop of Mario’s ubiquitous hat, but they won’t give you any just for earning points.

One game that does earn you extra lives for scoring points, interestingly, is Sonic the Hedgehog 2. Not the first Sonic game, which takes more of a Super Mario approach, but both Sonic 2, and all the versions of Sonic 3, give you an extra life for every 50,000 points you earn. They also copy Mario’s gimmick of scoring more points if you can defeat enemies without landing from a jump, or destroying blocks. Although unlike Mario’s progression of something like 100, 200, 500, 1,000, 2,000, 5,000, it’s more like 100, 200, 500, then 1,000 a few times, then suddenly 10,000.

Both series are keen to give you all these points, but other than Sonic’s extra lives, they aren’t good for much. Super Mario Bros. 3 gives you a card-matching minigame for every 80,000 points you collect, and sometimes other rewards if you match score digits with each other. Sonic was content to have extra lives be the main reward for high scores, even if the rest of the game gives you plenty of extra lives anyway. More recent games seem to be phasing out even the notion of a life counter, which has given them rather a dearth of things to reward players with.

Well, my plea to gamedevs of the current age is to reconsider score! It’s not a bad measure of player skill, if you design it carefully! It’s easy, if you’re careless, to allow the player to create score loops, which make a mockery of scoreboards, but it gives players something to shoot for other than just game completion.

Score can make for an interesting alternative to plain old time attacks, since it lets the designer create alternative rewards for skillful play. That is why I find score attack romhacks to be interesting, especially when they provide a purpose for score beyond just an increasing number.

That number at the top of the screen is your score. It quickly counts down; don’t let it hit zero!

The focus of this post is a score attack mod for Sonic the Hedgehog 2. Even though it uses score to award extra lives, this hack rips that out, and instead makes the player’s score into a life meter of a sort. You start out with 5,000 points, but rapidly lose points. In addition to the normal kinds of in-level scoring, you get 50 points for every ring you collect, 1,000 for crossing a checkpoint (which otherwise don’t work) and 2,000 points for each extra life found in a level. When you get hit you lose some points, but can earn some of them back by collecting the rings that spill out. On the other hand, you don’t get the score awards you would normally get for finishing a level, so no 50,000-point time bonus if you can finish Emerald Hill Zone 1 in less than 30 seconds. The Special Stages have also been disabled, so those can’t be used to milk bonus points either. The score countdown stops when you don’t have control over Sonic, when you’re invincible, and when you each the end of a level (passing the goal sign or beating a boss).

The game has included instruction screens, which is a nice touch even if not strictly necessary with romhacks.

There are no lives really; if your character dies, you restart the level with the score you had when it began, mine 5,000 points. That takes care of score loops, since you don’t carry over any points you earned before dying. That makes the game a bit hard for casual play, a frequent issue with romhacks, but an interesting challenge for Sonic 2 experts.

You can customize the game to your liking with a variety of cool options!

The hack is playable under a number of rules, and with either Sonic, Tails or Knuckles, with each character’s signature moves and abilities. The drop dash from Sonic Mania is even enabled by default. And SRAM support has been hacked in, in order to save your best scores.

It’s an interesting modification to the game to support a different style of playing. If you enjoy the classic Sonic games, you might want to give it a shot!

Romhack Thursday: Snail Maze in a Cartridge

On Romhack Thursdays, we bring you interesting finds from the world of game modifications.

Early Sega Master System units released in the US had a small game included on the system ROM. It’s not as cool as the Space Harrier music with FM synthesis included on some Japanese Mark III units, but it’s at least a playable game.

Snail Maze, a really simple game (image from article)

It’s not really that deep a game, just a simple timed maze race, but it’s something, in case you got tired of Hang-On and Astro Warrior. Mike (no last name given), the maintainer of the blog Leaded Solder, decided to take that game and make a cartridge for it, so it can be played on any Master System, not just the early units that had it built-in. It’s a story of electronics work and 3D printing, of ColecoVision cartridge simultarity, roadblocks overcome, and ultimate victory. Here’s some appropriate music to listen to while reading it.

Breaking out of the Snail Maze (leadedsolder.com)

Romhack Thursday: Segapede (not really a hack)

On Romhack Thursdays, we bring you interesting finds from the world of game modifications.

Screenshot of Segapede prototype (image from hiddenpalace.org)

In the 90s, there was effectively two Segas, Sega of Japan and Sega of America. Unlike with Nintendo though, where it’s fairly obvious that the Japanese division called the shots, Sega was a little more evenly split. Despite the company mostly being known nowadays for their Japanese productions, Sega was originally an American company, founded in Honolulu making entertainment devices for U.S. military bases. Indeed, SEGA originally stood for SErvice GAmes.

The Japanese branch began to pull out ahead when they started making home computers for that market, but by the time of the Mega Drive/Genesis there was Sega Technical Institute on the American side, which employed some talented developers, including Yuji Naka.

The story of STI is part of that of Segapede, a game created by Craig Stitt. Originally pitched as a Sonic spinoff, it would eventually be cancelled, but not before a demo ROM was created, which saw the light of day for the first time late last year. Not only available is the ROM image itself, but the story of its inspiration, development, and ultimate cancellation, all on its suitably-named home hiddenpalace.org.

The Story of SegapedeSegapede Prototype ROM (hiddenpalace.org)

Romhack Thursday: Winner of QLDC2023

On Romhack Thursdays, we bring you interesting finds from the world of game modifications.

Super Mario World is one of the most hacked games of all. There’s a whole website devoted to hacking it, SMWCentral. They do have Yoshi’s Island and Super Mario 64 hacks too, but SMW is the main attraction.

They’ve done a bunch of contests over the years, where different members compete in judged hacking competitions to make hacks to various criteria. In April they wrapped up their second “Questionable Level Design Contest,” QLDC. And the gimmick of the winner is… pretty special.

Please overlooked the glitchy title screen. In this one, the presentation isn’t the main attraction.

A long walkway to the right from the starting location.

What? Is this a troll hack? One that just makes you run everywhere and nothing ever really happens?

Hmm. This screen looks like it’s full of levels, but none of the circles or houses work. The object is to get to that red pipe.

You hold X or Y to run, or, as this screen mentions, don’t hold X or Y to not run. That Pirhana Plant is animated, and if you run into it while it’s in your way, you have to restart the screen. A fun gimmick, sure, but we’re just getting started.

In case you haven’t cottoned to the gimmick yet–there is no actual level. The whole game is played on a series of connected map screens. You’d think not a lot would be possible, but in this hack, Mario can actually “jump” on enemies if his feet touch them. On this screen, Bullet Bills enter from the right, and you have to use the curved paths, along with judicious running, to “stomp” them with the right timing. When you reach the OFF circles to the right you clear the green blocks, and then have to work your way back left to get to the pipe.

And on this screen, the Thwimps jump back and forth, and you have to avoid them as you pass around the screen. If you touch an enemy you don’t “die” so much as get sent back to the start.

Then you get to this screen, which is a remake of a portion of the first level, and you wonder how far they’re willing to go with this gimmick.

As it turns out, they’re (“they” being Faro and MM102) not even close to being done. This level introduces these Stars that, when you press A on them, cause Mario to do a spin jump. This jump, however, actually activates the standard SMW platforming engine. Mario can move around as if he were in a level. Here you have to use that jump to bounce off the Big Boo and land on the other Star, which puts you back into map travel mode and lets you go to the pipe. The following levels make extensive use of this feature, and there’s lots left to explore.

The creators made a playthrough video, embedded below (it’s about nine minutes), but they suggest that you try the hack yourself first. You can do what you want, but it’s a joy discovering how they unveil progressively crazier gimmicks as you go. Consider trying it our yourself first, if you have the mind and means.

Patch for “My QUDC Level” in BPS format (SMWCentral, use flips.exe to patch an unmodified Super Mario World ROM-you’re on your own for obtaining that, of course)

Romhack Thursday: The Legend of Zelda for SNES

On Romhack Thursdays, we bring you interesting finds from the world of game modifications.

It’s not easy to find romhacks that measure up to our exacting standards, that strike me in just “that way,” but a conversion of the NES Legend of Zelda, one of the few mainline Zeldas never to have been really remade in any form (unless you count the abandoned Satellaview versions), fits the bill like a duck in well-made dentures.

This screenshot may look nearly exactly like The Legend of Zelda. In fact it is the Legend of Zelda, just converted, nearly exactly, to the SNES.

Link doesn’t wait for the transition to finish to start climbing out of caves.

The question has to be asked: why? I mean, to a degree it is kind of pointless. There’s been nearly exact (although always unofficial) re-implementations of The Original The Legend of Zelda since Zelda Classic (Set Side B). All of Nintendo’s own rereleases, from Virtual Console to Gamecube bonus disks to a stand-alone Game & Watch unit. But recreating it on SNES does have certain uses. First, it fixes a handful of issues with the earlier game, notably it doesn’t have flicker or slowdown. It also uses the L and R buttons to allow for quick inventory cycling without having to go into the subscreen.

The colors are slightly better as well. And the top of the screen display labels the buttons Y and B, instead of B and A.

It speeds up game transitions: it uses the Link to the Past-style iris in and out effects, using the SNES’ display masking feature, instead of the slower curtain closes and opens from the NES version. It allows you to use custom soundtracks via MSU-1 support. Health refills instantly instead of pausing the game for up to 15 seconds while all your hearts load up with red. And the sound is very slightly different: by default the low-health beep is less insistent, there’s an extra sound when you kill an enemy, and the candle sound is a little higher in pitch.

But perhaps the best reason to convert it to the SNES is, SNES emulators are nearly as common as NES emulators. You can play this modestly improves version of LoZ on anything with an SNES emulator, which isn’t something you can say of Zelda Classic.

Yes, I used this hack as an excuse to play completely through the first quest again. And yes, I did it without dying. I still got it.

I’m kind of an outspoken fan of the original LoZ, I still think it’s well worth playing today, although I think you should seek out its manual should you do so. (The opening demo even tells you to look there for details!) You’ll die a lot, it’s true, but there’s little penalty for it except for going back to start or the beginning of a dungeon, and having to go refill your health before you try again. It takes real skill to weave around its fast-moving enemies and projectiles, but it’s doable, and you don’t need speedrun skillz to do it.

It is rather difficult to find it through search. It’s not on romhacking.net. Creator infidelity’s announcement was on Twitter, where he offered only a direct download.

Here’s Wes Fenlon’s post enthusing over the port. And here’s where it can be obtained, although links to previous versions have been disabled, so this one may be too if it receives another update.

Romhack Thursday: All Mario 64 Levels Combined Into One Huge Map

On Romhack Thursdays, we bring you interesting finds from the world of game modifications.

Another of Mario 64 internals expert Maze Emanuar’s amazing hacks, this puts the geometry of all of the levels of Mario 64 into into huge world! It does offer gameplay in that you can collect some stars that are scattered around the huge area, but few of the original objectives remain. For more information and the download link to the hack, check the description of the video.

Super Mario “All Levels In One” Hack (Youtube, 13 minutes, download link to hack in video description)

Romhack Thursday: Mario 64 Character Swaps

On Romhack Thursdays, we bring you interesting finds from the world of game modifications.

The world of romhacks ranges far and wide, from dumb graphics hacks that put Wilford Brimley in place of Mario to full games that are unrecognizable from the software they were made from. We usually try to focus on more substantive fare, but today we present three hacks that mostly leave Mario 64 unchanged, except for giving the overall-wearing movie star a rest in favor of one of three understudies.

Super Cream 64

In the case of Super Cream 64, it feels like there’s enough to go by despite the core game, in most senses, being the same as Super Mario 64.

Saying that it’s a simple character swap is both dead accurate and wildly understating the effort that went into this. Nearly all the characters have new models, and there’s a few more in there as well. Mario has been replaced with Cream the Rabbit from (a couple of) the Sonic the Hedgehog games. Cream’s one of those characters that barely got any main game appearances before being relegated to the likes of guest roles in kart racers, so unless you’re as soaked in the deep Sonic lore, as I appear to be, you might never have heard of her, or Cheese, a Chao that follows her around (don’t ask me what a Chao is, I could tell you but the answer would probably not be useful to you) her mother Vanilla, or her friend Blaze the Cat, who are also in this hack. You may know of Amy Rose, who’s also here.

That’s Amy, right there.

There are some play differences. Somehow Cream can fly, kind of, in a gliding sort of way, which makes the game a little bit easier. A small number of areas have been changed. But mostly this is a game for people who haven’t gotten their fill of Super Mario 64 already, and who want to play it as a different character. It’s almost as light and fluffy as its protagonist, but it’s evident that a lot of care has gone into it.

Here’s a bit of gameplay to show you what it’s about:

Super Cream 64 came to my attention when a friend was putting together a console-playable copy of it for her Sonic-obsessed kid. It’s amiable and mostly harmless. I can’t say it’s my usual kind of thing (the game itself really is mostly Mario 64, and Cream is a little too cutesy for me), but maybe it’s more to the taste of some of you out there?

This post started out being just about SC64, but here’s a couple of other character replacements that may be amusing, for a few minutes at least.

Captain Falcon 64

Excepting his appearances in Super Smash Bros. games, Captain Falcon is rarely playable on foot. Captain Falcon 64 suggests a run style and moveset that’s pretty much how one would imagine he’d play in an officially-made 3D platformer.

Super Mario 64: Sonic Edition

The logical intersection between Cream 64 and Falcon 64 would, of course, be Sonic 64. He’s even faster, and harder to control, than Captain Falcon. There are some gameplay changes here, including the ability to become Super Sonic, but I couldn’t tell you how. Maybe explore it yourself and see if you can figure it out.

Super Cream 64, by Gamebun (Sonic Fan Game HQ)

Captain Falcon 64, by PastaPower and Blakeoramo (SMW Central)

Super Mario 64: Sonic Edition, by Thodds (SMW Central)

Romhack Thursday: Final Fantasy for MSX, in English

On Romhack Thursdays, we bring you interesting finds from the world of game modifications.

There was a period during the 8-bit era where games best known for being on the NES could get ports to other machines. Most of the ports we got in the US and Europe were not that great. There were a fair number of classic NES games with lackluster home computer adaptions. Even the best of these, like Mighty Bomb Jack, Castlevania and Life Force for the Commodore 64, usually paled compared to their NES counterparts.

I put the blame for this on the cartridge format. While a much more expensive media for releasing software than disks or tapes, it had the great advantage of being enormously flexible. The whole phenomena of mapper chips and other in-cart add-on hardware on the NES had no counterpart on the C64 during its heyday, even though there was really no reason the ’64 couldn’t use the same kinds of chips that the NES used.

Things were a little different in Japan on their native microcomputer platforms. While anemic ports were certainly possible there (like the infamous Super Mario Bros. Special) a fair number of console games got pretty good computer ports. Many of the best of these were for the Sharp X68000, a system I really must cover in detail soon, but the MSX platform got a fair number, many due to the efforts of Konami.

Both Dragon Quest and Final Fantasy for MSX ports with their own unique properties. Today’s post is about Final Fantasy, which recently got an English translation, and which in play and structure resembles its NES original to a large degree. It’s even a slight upgrade, with more colors in its characters and able to make use of an MSX sound expansion cartridge for improved music.

The game was reimplemented from the ground up, so it’s even missing many of the bugs that the Famicom original, forged out of raw bytecode as it was by consummate hacker Nasir Gebelli, is known to have. It would probably be the definitive early version of Final Fantasy if it didn’t play painfully slowly. You can’t see it in these screenshots, but instead of the world sliding smoothly across the screen as on the NES the terrain snaps by in eight pixel steps, and your party also walks more slowly than on Nintendo’s machine. And while it’s not as bad as loading times in the Playstation 1 Final Fantasy games, the game still lingers on a blank screen for several seconds when fights begin and end, which will drive you nuts before long.

The English translation patch that FCandChill put together basically just uses the NES game’s script, so no surprises there. These days games in the style of those early JRPGs are quite out of style, but if you still have a hankering to play a game that basically demands that you grind out levels to have a chance and where you will almost certainly total party wipe at least once during your run, you could do worse.

English translation patch of Final Fantasy for the MSX2 (romhacking.net)

Romhack Thursday: Race Drivin’ using the SA-1

On Romhack Thursdays, we bring you interesting finds from the world of game modifications.

Edit the Frog is back, with a new romhack! And this one’s really amazing.

We’ve mentioned before Vitor Vilela’s hacks that retro a SA-1 (“Super Accelerator”) into SNES games that suffered from slowdown. So far he’s done it with five games: Super Mario World, Gradius III (which really needed it), Contra III: The Alien Wars and Super R-Type. The fifth is the most amazing so far: Race Drivin’.

When the original Hard Drivin’ came to arcades it was pretty incredible, the first 3D racing game that didn’t use scanline tricks to display its track, that rendered it using an actual polygonal 3D engine. It used special custom hardware to make its track and physics possible. Race Drivin’ was less revolutionary, but only because the ground had been broken for it.

It was exactly the worst kind of game to be ported to the Super Nintendo’s infamously underpowered hardware, a 16-bit variant of the venerable 6502 running at about 3.5 mHz, just a bit over twice the speed of the NES. Even from the start, the SNES used in-card accelerators and co-processors to help complex games run: even though launch title Pilotwings made heavy use of the SNES’s “mode 7” graphics to display the game world, it still needed a DSP chip to help it with calculation.

https://github.com/VitorVilela7/SA1-Root/tree/master/Race-DrivinRace Drivin’ doesn’t use any accelerator, despite being one of the games most sorely in need of one. Asking a SNES to perform up to the custom mathbox chips in the arcade game was ludicrous, and so SNES Race Drivin’ is looked down upon by many, and probably unjustly: the coding is perfectly all right, it was just asking too much of the system.

Even with a SA-1 you’d think that Race Drivin’ on SNES couldn’t measure up, but Vitor’s hack does quite a respectable job! The SA-1 is essentially a second of the same kind of chip that runs the SNES, with a number of extra features bundled in. It also has some faster memory included on-die, and runs at triple the frame rate. Imagine if this had come out at the time: the SNES game is less than two years older than the arcade version! An SA-1-powered version that matched the arcade so closely back then would have astounded. I see that in a few places on the Super Stunt Track, it drops to 12 FPS instead of the 30 it holds at elsewhere, but it’s still damn slick.

Here is one of Vitor’s side-by-side comparison videos, demonstrating the old version (on the left) and the upgraded hack (on the right):

SA-1 Root: Race Drivin’ (github)

Romhack Thursday: The Winter Lion

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.

The writing is another strong element of this hack, it feels like it was written with poetic meter in mind, although I couldn’t place the type.

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.

Some of that good old-fashioned romhack glitchiness!

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)

Pretty lurid!
Didn’t we all know a girl like that in college?
Some more romhack glitchiness. The art for Old Link is pretty good though!

Romhack Thursday: Simon Belmont in 8 Eyes

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.

Some of the enemies were changed too. I don’t think this enemy was a skeleton in the original?

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.

Here’s one of those clues! Unlike the clue books in Castlevania II, every one of these is essential to solving the final puzzle.

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.

Here’s one of those clues. BTW, it’s not well known that 8 Eyes actually has eight quests. The game is mostly the same each time, but the logic puzzle is different!

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.

Most levels have at least one puzzle that requires you to release the falcon somewhere on screen to fly around while you run to the door, so you can attack the switch with the bird then run in the door before it closes.

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!

8 Eyes – Playing as Simon Belmont (romhacking.net)

Many more games should show you having tea with the level boss after you beat them!