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!

Randochrontendo

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.

Randochrontendo on TwitterRandochrontendo on Mastodon (botsin.space)

Webdepths: Recipe for Meringue Mario Mushrooms

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?)

So go look! Look and cook!

Investigating Bootleg Battletoads

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.

What’s wrong with this Brazilian bootleg Battletoads? (Youtube, 13 minutes)

EDIT: Pronoiac offers this logo for the post and video, from the Teenage Mutant Ninja Turtles Logo Generator! You see, the internet is still full of things!

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!

Galakong

Another LUA-based game hack from 10yard! This one’s a mashup of two perennial arcade favorites, Galaga and Donkey Kong. Each level has a chevron powerup somewhere in it. When Jumpman picks it up, he’s joined by the spaceship from Galaga. The jump button is also the fire button! Further, the ship’s shots are piercing, and can destroy more than one enemy with a single blast.

You’d think it’d make the game much easier, but the difficulty of the game has been subtly increased to make up for it, plus controlling the ship as well as ol’ Jumpy is a distraction, so it’s still pretty challenging.

In addition to Donkey Kong, the hack’s github page notes that it works in Donkey Kong Jr. as well!

Galakong (github)

AGDQ 2023 Selections #2: Tuesday & Wednesday

Some more selections possibly of interest from AGDQ 2023. Note that times given in the text are not the length of the run, but as according to our usual policy the run length of the video itself.

Ape Escape 2 (1:04):

Goat Simulator (34m):

Castlevania: Aria of Sorrow Any% No 0HP race (42m) – at 19:40 in begins an extra Julius Any% run:

Super Mario Galaxy 2 four-player Any% race (3:27):

Jak II Any% (1:19):

Outer Wilds (53m):

Ratchet & Clank: Up Your Arsenal (1:35):

FEZ (35m):

Stardew Valley (58m):

Pokemon Yellow (2:24):

The Legend of Zelda: Ocarina of Time 3D (48m):

Stray (1:16):

Vector Kong

Please pardon the stuttering, evidently capturing the game at high resolution was a bit much for OBS to bear.

Vector Kong is not a romhack of Donkey Kong. Instead, it’s a LUA script, run through MAME’s plugin support, that makes the graphics display as if they were on a vector monitor.

It doesn’t leave the game unaltered otherwise: the only boards playable are Girders, and it also skips over the scene at the opening. Still though, it definitely looks sharp! Here’s hoping creator 10yard applies this treatment to the rest of it someday!

Vector Kong (github)

Recollections on the Creation of the Original Macintosh

Folklore.org hosts a whole bunch (123!) of stories about the creation of the Macintosh, and assorted other topics, from its creators.

Among the stories are on Steve Jobs’ “Reality Distortion Field,” the first image that Mac hardware ever displayed, Jobs’ enthusiasm for rounded rectangles, the creation of MousePaint for the Apple II, and many more things.

In related news, the source code to the Mac’s predecessor/sibling, the Apple Lisa, has recently been released to the public.

Folklore.org: The Original Macintosh

Romhack Thursday: Gradius III using the SA-1 chip

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

First, I’d like to fill you in a bit on the world of supplemental chips included in cartridges.

The greatest advantage of cartridges as a software distribution medium is that you can include extra hardware in the cart that extends the capabilities of the system. The inclusions, ranging from a few extra logic gates controlling banking to static save RAM and batteries to supplemental microchips to entire coprocessors, goes back to at least the Atari VCS/2600, where they played a major role in extending that console’s lifespan. The VCS only had 128 bytes of RAM, a ROM address space of a mere 4 KB, and didn’t even have lines going out to the cartridge for writing to external memory. In spite of these fairly dire limits, regularly games for the system would far surpass what was expected by its creators, culminating in the DPC chip used in Pitfall II.

It’s not true that you can do anything with extra hardware in a cart, but you can push the limits quite far. The inclusion of extra circuitry in the cartridge is what allows Champ Games to make their amazing Atari arcade ports (such as Mappy and Scramble).

After the VCS/2600 fell out of popularity the NES came along, and extra chips of this sort became almost mandatory. The tales of Nintendo being hampered by the chip shortage at the time of the NES’s popularity limiting production are true, but are also somewhat self-inflicted. Legions of popular games required at least a MMC1, a chip that could have been included in the base console, or supplied in an add-on peripheral like a pass-through cartridge. But instead Nintendo chose to include one with every game that required it, and also MMC3s, some MMC5s, and a handful of other chips.

Then the SNES came along, and more extra chips entered the picture, most notably the DSP, the SA-1, and most famously the SuperFX. The SA-1, basically a coprocessor for the machine’s overworked Ricoh 5A22, a variant of the WDC 65C812, which was itself a 16-bit version of the venerable MOS 6502, is our focus here.

Extra chips in SNES carts weren’t nearly as essential as they were for most NES games, but there were still a good number of them. In the early days of the SNES extra chips like these were not hugely common, although a DSP was used even in one of the system’s launch games, Pilotwings. On the other hand F-Zero, a game remembered fondly for its great sense of speed, didn’t use any special chips.

The SA-1 was one of the more powerful of these chips. It was basically a second 65C812-type chip running at triple the main CPU’s clock speed, with a small amount of dedicated memory and some other minor features. Most famously it was used in Super Mario RPG, but it was also used in both of the SNES Kirby games.

The SA-1 wasn’t used in that many games, and it wasn’t even available for use, I think, in the system’s early days, which was a shame. The power of the SA-1 was quite great, if used correctly. SNES hacker Vitor Vilela has made a growing number of hacks that recode classic SNES games to use its calculatory prowess, and the difference is often quite dramatic.

There’s a lot of stuff there on his Github page that I’m going to save to present later, but one of their earlier projects, and one of the best I’d say, is his conversion of SNES Gradius III to use the SA-1. Gradius III is probably the SNES game in which slowdown is the biggest problem, it is not hard at all to get Gradius III into a state where the game slows down to half speed, or even one-third speed, simply by loading up on Options and powerups. As a difficult game where slowdown makes it much easier (and it may have been designed around it), and as a SNES launch title with great graphics and sound, it’s still playable without the SA-1, but you can nearly hear the processor creaking under the weight of all those projectiles and effects.

With the SA-1, all of that slowdown is just gone. It makes the game a fair bit harder, but also a lot more fun to play. See for yourself:

And now, look on in horror at a deathless playthrough of Gradius III with this hack:

The Works of Joshua Bycer

You might have notices the videos of Josh Bycer in these electronic pages. He does us all a wonderful service by seeking out interesting indie games and presenting them to us, often several to a video, as well as interviews with their developers and sometimes other topics too.

What you might not know is that Josh has a number of books in print on game design, out through Routledge! If you have some spare cash, you might want to check these out! Sure, it is blatant pimping, but Josh is a deserving subject, and he graciously lets use a lot of his work, it seems like the least I could do, plus some of you may find these very interesting!

20 Essential Games to Study: “The purpose of this book is to look over the past 35 years of games to discuss titles whose design deserves to be studied by anyone with an interest in game design. While there are plenty of books that focus on the technical side of Game Development, there are few that study the nature of game design itself. Featuring a mix of console and PC offerings, I purposely left off some of the easy choices (Mario, Starcraft, Call of Duty, Overwatch) to focus on games that stood out thanks to their designs.”

Game Design Deep Dive: Horror: “The Game Design Deep Dive series examines a specific game system or mechanic over the course of the history of the industry. This entry will examine the history and design of the horror genre and elements in video games. The author analyzes early video game examples, including the differences between survival, action-horror, and psychological horror. Thanks to recent hits like Five Night’s at Freddy’s, Bendy and the Ink Machine, and recent Resident Evil titles, the horror genre has seen a strong resurgence. For this book […], Joshua Bycer will go over the evolution of horror in video games and game design, and what it means to create a terrifying and chilling experience.”

Game Design Deep Dive: Roguelikes: “[…] examines the history and rise of the often-confusing roguelike genre. Despite being more than 30 years old, the roguelike genre remains a mystery to a lot of consumers and developers. Procedural generation, or having the game generate content, has been a cornerstone and point of complexity since its inception. The 2010s saw an explosion of new designs and examples, along with a debate about what a roguelike is. The genre found its way back to mainstream audiences with the award-winning Demon’s Souls and Dark Souls. Since then, roguelikes have revolutionized the way we see and design games. Author and game design critic Joshua Bycer explains the differences between the various roguelike designs and give a detailed blueprint showing what makes the best ones work.”

Game Design Deep Dive: Free-to-Play: “Game Design Deep Dive: Free-to-Play continues the series’ focus on examining genres with a look at the history and methodology behind free-to-play and mobile games. The genre is one of the most lucrative and controversial in the industry. Josh Bycer lays out not only the potential and pitfalls of this design but also explores the ethics behind good and bad monetization.”

Game Design Deep Dive: Platformers: “This book examines the history of jumping – one of the oldest mechanics in the industry – and how it has evolved and changed over the years. The author looks at the transition from 2D to 3D and multiple elements that make jumping more complicated than it looks from a design perspective.”

AGDQ 2023 Selections #1: Sunday and Monday

I didn’t get to watch AGDQ realtime this year, but here are some selected videos from the first two days that might be interesting….

Splatoon 3 Any% led off the show (1 hour 30 minutes):

Followed by Breath of the Wild Any% in 29 minutes, always a crowd pleaser:

Symphony of the Night All Bosses on the Xbox 360 version:

Borderlands: Game of the Year Edition Enhanced, Any% Unrestricted (1:47):

Pokémon Mystery Dungeon: Explorers of Sky Randomizer, 10 Dungeon Blitz (1:03)Ax Battler: A Legend of Golden Axe:

Ax Battler: A Legend of Golden Axe 100% on Game Gear (29m):

Bomberman 64: The Second Attack Any% (37m):

Superliminal All Collectables (51m):

Shovel Knight Dig Any% Race (45m):

Teenage Mutant Ninja Turtles: Shredder’s Revenge Co-op 2v2 Any% Arcade Chill Race (that was a mouthful, 1:25):

Marvel’s Spider-Man: Miles Morales Any % (2:50):

and Fable Anniversary (1:32):

We’ll pull out a few more next week!