Here at Set Side B our purview is “Indie, Retro, Niche,” and we consider romhacks, of the niche, to be among the the nicheist. (Nietzsche-est?) But there are lots of romhacks, with more every day, and most just aren’t that newsworthy.
The linked hack, for Data East’s Famicom McDonalds tie-in game Donald Land, is an attempt by Garrett Gilchrist and Brooklyn Williams to simulate what a Raggedy Ann game from the NES era would have been like, using graphics and characters from different iterations. Here’s a scene with The Greedy, from the feature cartoon, that once inspired many a nightmare:
Pretty cool, and rather more ambitious than your standard pedestrian graphics swap!
Sunday! Sunday! Sunday! We’re turning the blog floor into a giant MUD PIT.
It’s your reward for sticking with us (the blog, and the world) for another week. And the monster truck of content we have for you? The video Big Foot? A blast from early in the last decade, Mario Frustration, a humorous voice-over of a play through of one of those absurdly difficult Mario romhacks, back before Ninendo co-opted that whole genre with the Super Mario Maker series.
This video went viral a while back, but it’s actually a voice over of an earlier video. I have a URL for it (it’s http://www.quixoticals.com/2007/04/most-frustrating-super-mario-mod-ever.html) but I’m not linking to it. Firefox doesn’t like that site, probably related to outdated encryption, and I remember it looking a bit dodgy the last time I was there. YouTube is probably a better showcase for it.
There is some “adult” language in there, in the Modern Internet Style, and some salt, but overall it’s not nearly as ireful as the Angry Video Game Nerd could be in the day.
Scattered throughout the World Wide Web (which, I remind you, is not the same thing as “the internet”) is a wealth of game information, although as old sites die out increasing this info is really hosted on the Wayback Machine. I previously presented the Bubble Bobble Info Pages, which are among my favorite game sites of all.
A relatively recent addition is this description of the great nuance in Capcom’s 1991 fantasy brawler Knights of the Round by Sebastian Mihai. It should be remembered that at that time Street Fighter II was already out and making it harder for games that weren’t one-on-one fighters to succeed. Capcom had a lot of experience with belt scrollers at that time, having made Final Fight and Dynasty Wars by then. A few years after they’d make the (IMO) even better Dungeons & Dragons brawlers Tower of Doom and Shadow Over Mystara, which I think are probably the pinnacle of the genre.
As just one example of the thought that went into Knights of the Round, most of the pickups in the game can be struck with your character’s weapon, and this splits them up into multiple smaller treasures, that are both usually worth slightly more than the original, and if desired can be shared with other players. It’s the only brawler I know of that does this!
If you’ve followed the speedrunning scene for a while, you’re probably familiar with fcoughlin‘s Zelda Randomizer. It’s a program that can take a rom file of The Legend of Zelda and “scramble” it, in ways that the user can specify, in order to make it playable afresh, even for people who have played through it dozens of times already. It can move dungeon entrances, dungeon layouts, item locations, enemy placements and much more. And its changes can be encapsulated into a seed value so multiple people can be guaranteed of playing the same version of the game.
But for everything Zelda Randomizer can do, one thing it cannot do is change the game’s overworld. All of the familiar Zelda landmarks, the Central Lake, the Lost Woods, Spectacle Rock, and the rest, will be present and in the same places. That is where Infinite Hyrule (forum post, BitBucket) comes in. It’s a program whose purpose is to randomly create new overworlds for The Legend of Zelda, and to insert those into a rom file.
I should take a moment to impress upon you how difficult that job is. There’s a good reason fcoughlin never built an overworld randomizer himself. The Legend of Zelda doesn’t store its game world in an obvious format. To get around this, Infinite Hyrule actually expands the rom file, so it can avoid the original game’s convoluted system, which stores each overworld screen as a set of links to vertical sets of tiles.
This partially explains the unusual structure of Zelda’s landscape, and why a number of structures, like the round boulders of Spectacle Rock and the dungeon entrances, are reused in multiple places: there is only room for so many vertical strips of surface tiles in the game’s ROM chips. To create a program capable of generating new overworld, a programmer must not only keep this limitation in mind, and work within its stricture, but must also follow the usual checks to ensure the game is still winnable.
But it’s not even necessary to combine the two tools into one, for Infinite Hyrule can work work with Zelda Randomizer! You just have to make sure you use Zelda Randomizer first, and that you restrict yourself to only using certain flags. I personally find the flag string cHBRDMIhioEeNCb14OPhBo useful for mixing things up acceptably.
In addition to mixing up the overworld and maintaining the unique feel of The Legend of Zelda‘s map, it implements a few new kinds of screens, including a village with houses, and can produce a map of the generated world too. That should keep you going for quite a while. And, if you’re not 14 any more, it can even be set to reveal LoZ‘s infamous secret caves with graphical tells of their location. That’s such a nice feature if you want to explore a map in a reasonable time frame, instead of resorting to the original game’s technique of testing every square. Since, after all, none of us are 14 anymore.
If for some reason you want a similar treatment for Zelda II: The Adventure of Link, you sadist, there is no need. The randomizer for that game can generate new overworlds without need of a separate utility. I’ve played quite a bit of that, and will tell you, if you thought the original game was hard, the randomized version can be ludicrous.
You want to know a great game that, statistically speaking, you’ve probably never played? Konami’s Maze of Galious for the MSX. It’s an early example of that genre we all now call Metroidvanias (Jeremy Parish, your royalty check is in the mail), and in Japan it was hugely inspirational. More recently, it was a direct inspiration for the La-Mulana games.
Well, more-recently-than-that, some romhackers have updated it to take advantage of the much more powerful MSX2 hardware. This results in much more detailed and colorful graphics and a number of other game improvements.
Playing it requires a rom of the original game (which you much seek out yourself), the patch file (here’s it’s GitHub site), and a patcher like Floating IPS. Or do you? Indie Retro News found a site that’s serving up the game and patch together, all ready to play!
If you’re prepared to patch the rom yourself and name it correctly (it’s explained on the project’s GitHub page), it can also be played in the online MSX emulator at webmsx.org.
So, what’s playing it like? Challenging! You have two characters, Popolon and Aphrodite, who have separate health and experience meters. Filling up your experience bar doesn’t actually improve your stats at all; it just heals that character up to full. And your characters’ jumps, while not as stiff as Simon Belmont’s, are not fully controllable in mid-air.
The two characters have subtly different abilities. Popolon’s attacks do more damage, he can jump higher, and his jump height varies according to how long the button is held. He’s also the only one who can push open doors. Aphrodite’s jumps are of constant height, but she’s also the only one who can survive in water! If one character runs out of health, the other can soldier on alone, but reviving the other is a difficult process.
In fact, the whole game is a difficult process! This is from that thankfully-brief time in the history of video gaming where developers seemed to revel in putting in secret features and hidden passages. Beating the final boss requires you find a very well-hidden item, the Cross, which is in a very secret passage. If you no longer have months to devote to finishing a game, you’re probably going to want to find at least a good FAQ for this one.
The website Donkey Kong Hacks has a number of interesting modifications of the original Donkey Kong arcade game. Some of these are intended for use in training, such as Free Run Edition (which removes all the enemies and deadly obstacles) and Skipstart (begins play at maximum difficulty). There are versions that only contain randomly-selected versions of the Girders (a.k.a. Barrels) screen, versions that change the maps, and more. Some, like Donkey Kong Wizardry, change the graphics and change the cutscenes too! The Readme for the Crazy Barrels version explains how to play these hacks in emulators.
There are other fan-made hacks floating around, some available as installable kits from the site DK Remix. Deranged Edition keeps getting harder after difficulty level 5, and Remix and Christmas Remix change the game up a lot, adding alternate maps, bonus stages, and some Rivets stages that fall apart as you remove rivets.