As you read this, Tears of the Kingdom, the ludicrously anticipated latest sequel to The Legend of Zelda and direct followup to the most popular Zelda game ever made, Breath of the Wild, is just being released. Yes, I pre-ordered my copy.
I say Breath of the Wild is the most popular Zelda because of sales figures. At over 29 million sales it far outstrips the previous best-selling Zelda, Ocarina of Time, at 14 million. The third best-selling is actually Link’s Awakening, but only because of the Switch remake. The original Legend of Zelda is down in 7th place.
Given that the game was leaked early and hackers are already combing through it and seeking to repurpose its assets for their own use (and godspeed to them in their efforts), I thought we might do a link (heh) roundup of a category of Zelda fanwork that would be impossible without their efforts: randomizers!
Zelda Randomizer and Zelda II Randomizer were two of the earliest randomizers to achieve high popularity, and they’re still probably my favorites. Zelda II Randomizer will even remake the overworld, a scrambling of the original game that few randomizers will dare try. Infinite Hyrule will redesign the overworld of the original game, and it’s compatible with the main Zelda Randomizer so you can remake that version as well. (I’ve linked to ZR and IH in the past.) Together, they’re as a long-time NES fan can get to the experience of playing the original game, before all of the secrets were discovered.
There’s two especially notable Link to the Past Randomizers, both implemented as web applications. A standard one, and a really fancy one that combines it with Super Metroid into one glorious trainwreck of a game.
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.
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.
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.
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):
On Romhack Thursdays, we bring you interesting finds from the world of game modifications.
There aren’t many game series with the reputation that Castlevania has. While it’s always been very popular, the stature of the original game has only grown over the years, and it’s now seen as one of the very best games on the NES. We’ve talked about it here before, and about how badly the creator of one of the best-designed games ever made was treated by his company, but we’re not here to talk about sad things today.
You’d think Castlevania would have more imitators, but there aren’t as many as you’d think there would be? It has specific and definite ideas, some of them not obvious to a random player. Simon moves slowly and jumps stiffly, but it’s clear with repeated play that not only is the game designed around this, it’s even a better game for it! It’s a good example of how reducing a player’s abilities, relative to Mario-standard, can actually result in better play.
One of the few definite Castlevania clones that come to mind is Thinking Rabbit’s 8 Eyes. It could not be more obvious while playing it that its designer played a lot of Castlevania; its hero Orin’s movement is nearly an exact match for Simon Belmont, and it even has staircases that he can climb and hidden items buried in the walls.
It’s not as good a game as Castlevania, definitely, but it has its own ideas, and I respect it for adding some unique features. The player can determine what order the first eight levels are played in, and every time they finish one their attack power is upgraded. It has devious level designs that don’t always map cleanly on paper. It has a player-controlled drone character in the form of a falcon that can be deployed, and then flies around on its own, and can be commanded to attack and return and even has its own health. Most interesting of all, every level has hidden with it a clue, a piece of text that must be found and used at the end of the game to solve a logic puzzle to finally win.
There’s a lot of cool ideas in 8 Eyes. If it had some more design and development work put into it it could have been seen as a later highlight of the system. elbobelo has, for over fourteen years, been at work on a huge hack to put Simon Belmont into the game. In a forum thread they started long ago they mentioned that, while work has slowed, it’s still going. They haven’t issued a public release since an old beta in 2008, but there’s enough present in it to make one wonder how it’ll play when it’s finally released.
Fortunately, the 2008 version of the hack keeps the cool ideas that 8 Eyes contributed, and it just adds features from Castlevania I and II. It keeps the falcon, the diabolical levels, and the clues and game-ending logic puzzle. Gone, however, is the player’s sword, replaced with Simon’s whip, which is a vast improvement. In addition to the falcon, Simon can find his usual subweapons, which don’t replace each other but can be switched between with the Select button. It doesn’t make the game too easy because 8 Eyes was a very difficult game. It just makes the challenge more reasonable.
Best of all, it also keeps 8 Eyes’ weirdest aspect: after you beat each boss, you sit down and have tea with them! In the original the tea was brought by one of the boss’s flunkies, but in this hack one of the skeleton enemies brings it in. It’s surprisingly adorable!
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:
On Romhack Thursdays, we bring you interesting finds from the world of game modifications.
Most of the things we’ve presented here so far have been play hacks, or occasionally graphics hacks, but there are lots of hacks that exist purely to translate games into other languages. This week we offer two of these, both translations of Idol Hakkenden.
One of these, and arguably the much more playable, is from LIPEMCO! Translations and was made in 2018. (Say it aloud with me: “LIPEMCO!”) It is a fairly direct translation that keeps all the references to Japanese culture, and has much more text.
The other is from 2020, and is from Polinym of Woolsey Fan Company, which retitled it Pop Star Debut. It’s less technically impressive, with brief text that enhances the feeling of crazy logic that suffuses the game through.
Portopia-style adventure games are all heavily menu-driven. Portopia was written by a young Yuji Horii, who would adapt the style into the combat system of Dragon Quest and, soon after, became an ultra super rich person.
But in those ancient days there were a lot of games that used a Portopia-style system to present adventure stories, and a lot of them were on the Famicom. Not a lot of them made it overseas, but sometimes we’d get glimpses of the style, like in Princess Tomato of the Salad Kingdom, or the adventure sequences of The Goonies II and Dr. Chaos. The popular NES ports of ICOM Simulations’ computer adventure games Shadowgate, Deja Vu and The Uninvited could also be considered of this style, even if the games themselves started out on the Macintosh, in English.
While Portopia was a murder mystery, some of these games, like Idol Hakkenden, were not. It’s pretty much just a traipse through a linear plot where you help a fairly dopey young girl to become one of those media-destroying pop culture sensations. Take a look at the fairly hype intro movie I included above for a sense of it. In it, protagonist Erika (Sabrina in this translation) dances to the theme song, alternatively spinning before monitors showing her face, the lava pit of a volcano, and outer space. I don’t think two of those three settings actually appear in the game, but I haven’t made it through the whole thing yet, so, who the heck even knows?
These kinds of adventure games are known for being sometimes a bit random with the actions that are needed to advance the plot. To pick just one example (this is from Pop Star Debut, it does make a little more sense in the other translation, although not much more):
Early in the game an item that can be looked-at is a Rock (it’s an Ashtray in the more accurate translation), suddenly appearing on the list of things that can be examined in a room despite Sabrina having visited that location before, when it was Rockless.
Looking at it causes her to react in disgust. A passing old man compliments her on her tidiness, and gives her tickets to a planetarium show. The Rock, meanwhile, vanishes again. (They’re probably filming another Fast and Furious movie.)
While at the planetarium, you can speak with one of your entourage, a girl named Sonya, who tells you that she has an idea: you will need a nutcracker. “Like the ballet?” asks Sabrina. We hope.
So you go back to the Lobby, and ask the lady there for a nut. They sell “Fortune Nuts” there, ah. They don’t have nutcrackers, but you’re told “Aquariums have them.” Standard aquarium equipment, certainly.
The aquarium does not, in fact, have a nutcracker. What they do have, however, is an otter named Kip.
Kip cannot open the nut himself. But one of your followers, if asked, will tell you he might could do it with a Rock. Like, the one that was in the Lobby?
When you go back, it has reappeared, in the Take list, and it can be picked up. Then you can bring it back to the Aquarium where, if you perform a song for the otter, it will deign to open the nut. The lyrics go, and I quote: “Kip! Can you? Big jaws! Klap! Snap! Open my nut Oh! Kip! Please! Yeah!!” I am given to understand that in Japanese the lyrics matched music that played in this sequence, but it was too difficult a task for the translator to manage. The first translation’s version of this sequence is presented below.
The song communicates to the otter the nature of your request, and he agrees. Sadly, it breaks his teeth, and also the fortune sinks to the bottom of his tank. Some other means must be sought to retrieve it and learn its no-doubt essential wisdom.
And the game continues from there.
The group sponsoring the Pop Star Debut release, the Woosley Fan Company, borrows its name from 8- and 16-bit era Square translator Ted Woosley, who gained some notoriety for his loose, but distinctive and energetic, translations. It was he who added the well-known “You spoony bard!” line to Final Fantasy IV (a.k.a. II) in the US. The description of the hack mentions it’s not a literal translation, but tries to convey some of the same energy. It turns out that the translation takes a lot of liberties.
The hardest thing about writing a fan translation is not always the language itself, but squeezing the changed script into the memory space of the original game. Japanese is a more compact language than English, with concepts generally expressible using fewer glyphs. Pop Star Idol uses many subtle cheats to get its script to fit, including condensing common digraphs into one character. Even with these savings, some of the translated text seems rather terse. The first translation expands the rom size by over 100K to fit a more accurate translation, although Pop Star Debut’s much abbreviated text is entertaining in its own (largely unintentional) way.
Both versions have places where you’ll probably end up just trying every option available to you to find the trigger to advance the story, but that’s pretty much what you have to expect from this kind of game. So long as you’re prepared to accept this, and bring along a great deal of patience (especially for Pop Star Debut), Idol Hakkenden is a fun glimpse into a style of game we mostly never got to see in the U.S.
One more thing: Pop Star Debut did go the extra mile of creating an English PDF of what the manual might have looked like had their translation been released as an English NES release. It’s included with the hack!
On Romhack Thursdays, we bring you interesting finds from the world of game modifications.
Gradius for Famicom and NES is a well above-average port of a game for very different hardware than the arcade original. It was good enough that it was converted right back into arcade game, released for Nintendo’s Unisystem arcade hardware as Vs. Gradius. Graphically and aurally, it is quite similar to the arcade game.
It’s similar, but not identical. Now this hack doesn’t change the major downgrades from arcade Gradius. There is no vertical scroll in levels two or three, and you still can only have two Options at once. But in a variety of subtle ways, the game looks a bit nicer. In particular, the game’s text fonts being changed from the boring old font used on the NES back to the arcade’s snazzy line-drawing affair is a nice change.
The original version of this is quite an old hack, created back in 2000, but it has been periodically updated over the years, most recently changed in 2018. That’s a long period of support for a romhack!
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.
“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!
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:
On Romhack Thursdays, we bring you interesting finds from the world of game modifications.
What is the ultimate fate of the library of the NES? Right now a lot of people who played it in their childhood are still around. We won’t be around forever. Once we’re all gone, or even mostly, will anyone still care about them?
I don’t believe that game design goes obsolete, but novelty is a big driver of game enjoyment, and what was once popular can fuel a nostalgic appreciation. Once both of those things are gone, will NES games be able to win new generations of players to their side?
I think there is reason to be hopeful in this area. After all, lots of speedrunners are focused on these games, and many of them are fairly young, not even having been born yet when the NES was new and Nintendo Power was in print. Still, there are some games that are a bit player unfriendly, viewed through modern eyes, and one of them is Metroid.
The original Metroid is a difficult game to enjoy now. It’s got a gigantic game world for a NES game, but no mapping option at all. To win the player must explore, find a lot of items necessary to winning, probably find some more that make winning viable to a non-expert, and fight countless monsters that can very quickly end the player’s session. While the player can continue as many times as they wish, they always resume at the entrance to the area they were in with only 30 health, so to survive long enough to resume their explorations they usually must spend a lot of time grinding for energy balls, a process that can take quite a lot of time.
Nintendo generally doesn’t remake their older games, except occasionally with graphic upgrades, such as with Super Mario All Stars. The gameplay, however, they leave alone. But they did remake Metroid, as Metroid Zero Mission, which added a lot of the later niceties that Super Metroid introduced, has a much more logical game progression, and even has an expanded end game. It seems to indicate that even Nintendo thinks Metroid is a bit hard to get into.
There is a whole genre of romhacks devoted to fixing the more unfriendly aspects of older games, and one of the most successful of these hacks, in my opinion, is snarfblam’s Metroid + Saving. It’s recently gotten an unofficial update by SimplyDanny, which is slightly friendlier, but both are substantially more playable games to people who aren’t inured to classic Nintendo difficulty.
The first thing it does is get rid of passwords. People playing with savestates may not care, but there is a lot to be said for approaching these games as they were intended by their original makers. And Metroid’s first release, on the Famicom Disk System, did have save files! So the save functionality (if you’re playing on an emulator or supporting flash cart) isn’t a revision, it’s more of a restoration. You lose the JUSTIN BAILEY password, but it’s not like the original game isn’t still out there.
But Metroid + Saving has a lot more going for it than just that. It has a map! In the original it appears when you pause, but SimplyDanny’s version also puts a small map inset in the upper-right corner of the screen. It’s not the first classic Metroid hack to add a map (that might be Parasyte’s Metroid Automap patch), but its inclusion here is well taken. It’s hard to express how helpful a map function is to new Metroid players. It changes the nature of the game, keeping a lot of its challenge, but reducing the frustration, and also helpfully providing hints as to where secret passages may lie.
The new unofficial addition also restores all your energy when you begin a new session, makes random health and missile drops more common, and makes the game subtly easier in a few other ways. The Ice Beam has been strengthened considerably, a change I don’t agree with (it seems too powerful now), but it does greatly reduce the number of shots you must pump into late game enemies.
If you tried out Metroid before and found it its diamond-hard surface too difficult to break, you should give this version a try. It’s still challenging, oh yes, but a lot more accommodating to newbies. It is a version of Metroid for the ages.