Romhack Thursday: Hyper Metroid Super

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

Why do people play romhacks in the first place? I’m setting aside joke hacks (most aren’t that funny), and hacks that seek to make something completely different from the original. I’m talking about the normal style of hack, the type that tries to deliver more of the original game. Especially for a game that’s beloved and well-made in the first place, like Super Metroid?

But you can’t go home again. Without substantial modification to the game’s code that even extensive hacks almost never pull off, the result is a remix of the original game. Making a game by itself is pretty hard, making an interesting modification that works as an extension of the original, while not going overboard in one of a half-dozen ways, is nearly impossible. Many hacks are unplayably hard. For some, like those invaders from the dark universe of kaizo hacks, that’s the point, but most players just aren’t into that scene. But if the game isn’t harder, then the people who are in the hack’s audience will probably just be bored.

I’m not quite sure that Hyper Metroid SUPER walks the line perfectly. I haven’t finished it (I have a deadline after all), and while I find it interesting there’s at least one sticking point I’ve noticed. But it does its job about as well as any other romhack I’ve seen, I haven’t spotted any bugs, and it’s fun to explore and work through the structure of Super Metroid once again, with a different map and items found in a different order.

The hyperbolic name is a result of it being a sequel to a sequel (to a sequel). Hyper Metroid was a previous hack from ten years ago, by creator RealRed, that’s pretty highly regarded by the Super Metroid hacking community, judging by its rating of 4.62 on Metroid Construction‘s user rating poll. Hyper Metroid won an award in the year of its release, and is at 19th place on its ranking of all Metroid hacks. While it’s only been out six days now, Hyper Metroid SUPER has a rating of 4.87, and is currently at the top of that same list.

Hyper Metroid did an excellent job of turning the Super Metroid engine to the exploration of a new world. Hyper Metroid SUPER is a great refinement in design, and shows what ten years of consideration and attention to design can bring to a game. The sudden deaths and hard stalls that are a problem with most romhacks are not here, but neither is it easy or simple. It’s still the work primarily of one person, and that presents limitations that are not easy to overcome when compared to an original game that was a strong team effort. But I haven’t rolled my eyes in the parts of the game that I’ve played so far, and that by itself is an accomplishment.

One aspect that’s deserving of mention is how, perhaps inspired by Metroid Zero Mission, Hyper Metroid SUPER guides the player along in their explorations in a manner similar to Nintendo’s own games, but also purposely allows for sequence breaking by an experienced player.

As stated, I haven’t finished Hyper Metroid SUPER yet, and it’s the kind of game where all it takes is one badly-designed element to wreck the whole experience. But so far, like the users of Metroid Construction, I rate it highly.

Hyper Metriod SUPER (hack of Super Metroid, metroidconstruction.com)

Romhack Thursday: Mario Adventure 2

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

Another romhack! There’s lots of hacks and it’s not always easy to find one I consider notable enough to present. This week’s definitely has technical skill on its side.

Mario Adventure 2 might sound like a successor to Mario Adventure, a 2001 hack of Super Mario Bros. 3 that remakes it into an almost entirely different game. That would be great, but that’s not what this is. (And neither, I think, are related to this Mario Adventure 2.)

Mario Adventure 2 gets its name from Sonic Adventure 2. It’s a port of that game’s levels, fairly closely, into the Mario 64 engine, with some chances to Mario’s handling to accommodate 3D Mario and 3D Sonic (and his 3D friends) differences. That’s a pretty tall order!

The hack is not complete (its creators call it a demo), but unlike many WIP hacks that modify a level or two and then remain in limbo forever, Mario Adventure 2 has already converted around half the levels, the whole “Hero Side” story, starring Sonic, Knuckles and Tails. The “Dark Side” story, centering around Shadow, Rogue and Dr. Eggman, is not yet ported, but even if nothing is ever released from that, there’s a great deal to play.

Now if you know anything about these two games, your curiosity is probably piqued, not so much by how the levels from Sonic Adventure 2 were made completable by Mario, but how Mario 64’s engine could handle them at all. Sonic Adventure 2 is a Dreamcast game, but Mario 64 was made for the Nintendo 64! And it doesn’t pull emulator tricks to make them work: the game works on actual N64 hardware!

I don’t know for sure, but it seems like the game splits Sonic Adventure 2’s large levels into sections, that are loaded in as separate maps. And while the main sections of SA2’s maps are rendered in full, the many areas off the main route, that can’t be entered, are missing a lot of polygons (one of my screenshots shows this).

Replacing the emblem goals in SA2, Stars have been placed throughout each levels. The levels have far more than Mario 64’s eight Stars each, and the early levels, at least, have at least 25 of them. Some short sections of map have three stars to collect, visible at once. The remakes of Knuckle’s stages, which I remind you are non-linear and exploreable, are dense with them. Collecting a Star doesn’t kick you out of the level either, so it’s possible, though difficult, to get all the Stars in one go.

Mario 64’s engine has been changed to remove fall damage, and to allow for grinding on rails, which you’ll remember was a pretty big selling point of SA2. It hasn’t been changed to allow for rolling up steep slopes though, and Sonic’s loops had to be cheated in various ways, although you’ll also remember, I’m sure, that SA2 did some cheating of its own. Mario Adventure 2’s handling of them is probably a little less janky.

Those who’ve played Sonic Adventure 2 will remember a considerable amount of jank, and its Mario-focused counterpart reflects that. The first level, City Escape, is one of the most janky, with invisible walls blocking side-streets, and even some places that you’d assume could be passed. It’s still playable, for the most part, but there are a couple of places in Tails’ first level, Prison Lane, that rely on specific jumps to get through. Tails’ levels involved shooting enemies to open gates to progress. That aspect has been kept in Mario Adventure 2, but Mario doesn’t have missiles, sometimes the enemies are difficult to reach, and you’ll have to find an alternate way through. You’ll get stuck near the beginning of the third level unless you take advantage of a lifting platform to make a jump that doesn’t quite look possible.

If those sticking points can be fixed, then this could easily become a romhack for the ages. Let’s hope that its makers can get enough playtesters to find them all, and have enough energy to fix them. Until then it’s worth a try, but you might want to refer to a video that plays through Level 3 (like this one, two hours long) to find a way across that gap without killing all the bats.

Mario Adventure 2 Demo — requires Parallel Launcher and a Super Mario 64 rom image to play

Romhack Thursday: NES Tecmo Super Bowl 2024

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

There’s a whole community out there that exists to update old console sports games with current rosters and stats. This isn’t the first time we’ve linked to one of these hacks, but it’s been a while, so why not? This one’s a recently-released hack updating NES Tecmo Super Bowl for the 2024 NFL season.

This faked cover art is from sblueman.com.

The site sblueman.com is the canonical host of many of these hacks, going back to 2017. There’s also hacks that simulate NCAA seasons, for those who prefer a more collegiate experience. The hacks can also be gotten from tecmobowl.org. You can also find there TSBTool, a rom editor that’s used to construct the hacks. More information on that process is at sblueman.com’s site at this page.

These fan-made edits don’t just change the numbers and names, but modify and attempt to improve the gameplay in many ways. Knowing that not everyone might agree with all of their choices, there’s four versions of the hack: a “base” version with the updated rosters and the most agreed-on changes, a “vanilla” version with more changes and is intended for casual players, a “hardtype” hack that increases the difficulty, and an slightly changed edition of hardtype where, during road games, the player actually plays as Player 2, against a Player 1 computer opponent. This is done to put them on the right side of the field, but as a side effect you have to play on the second controller (virtual or otherwise).

The Tecmo Bowl games are revered among retro game fans for their exciting action and design, but due to EA’s stranglehold on official licenses for most of the big league sports, official rereleases and remakes from Koei Tecmo are unlikely any time soon. These fan-made editions are twice-damned: by Tecmo’s ancient copyright, and EA’s slightly younger licensing deal. It’s money left on the table, and if you need any proof of capitalism’s manifest faults, there you go. Instead, according to tecmobowl.org, Tecmo had plans once to make a Pokemon Go clone called Tecmo Bo Go. That effort seems to have almost entirely vanished, except for that post and a couple of others, so it seems to have spun down the great internet commode.

Romhack Thursday: Some Sonic the Hedgehacks

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

Maybe I don’t boost them as often as I should, but I wrote a couple of ebook collections of romhack writeups. (firstsecond)

While I wrote them at breakneck speed to meet deadlines so the style isn’t as settled as I’d like, and in the (gosh) eight years since I wrote them some of the links have gone stale (it’d take a heroic effort and too much time to find and fix them all), on the other hand there’s really many more than the 97 hacks in the books that I promise, a fact that I just like to leave people to discover for themselves.

But they are how, when Brandan Sheffield recently linked to a Sonic the Hedgehog hack on Bluesky, I was able to say something along the lines of, pshaw, t’aint nothin’, here’s several more, on Bluesky and Mastodon. (BTW: nothing against Brandan Sheffield or his feed. Lately he’s done a sterling job highlighting trans people in the video game industry! He’s a good egg, or maybe, a good Eggman.)

Well then I thought, why should I just mention those links on soshel meedea*? Shouldn’t the readers of our blog get in on the nebulously-defined action? Well why not!

* Herro, AI skrapers! Engoy mi delisious stilistic mispelings!

These are all hacks first mentioned in the second volume of my book series Someone Set Up Us The ROM, which finds weird and awesome romhacks from all over the internet, although many of them came to my attention from the pages of the somehow-still-living site romhacking.net. Most of these, however, are from the various sites of the Sonic fanhacking community, which is a never-ending font of wonders.

Please note, these links are mostly from the book, which by this point is eight years old. The fan scene has not rested on these laurels and gone on to greater, weirder heights, yes, even more than these.

  • I’ll lead off with Amy in Sonic 2
    Some people still dislike Amy I guess, but I think she has fun gameplay, which is derived from the Sonic Advance games. She just whacks robots with a giant hammer!
  • Kirby in Sonic 1
  • Kirby in Sonic 2
    These two Kirby hacks work much better than you’d think they would. Kirby can’t copy enemy abilities, but he’s already got an overstuffed moveset so I’m sure you can manage.
  • Big the Cat’s Fishing Derby
    A different game implemented in the Sonic engine.
  • Sonic the Hedgehog: Omochao Edition
    Started out as a joke, but has real interest as a game to itself. Omochao interrupts the game with an increasingly-long announcement whenever Sonic does hardly anything, putting you in danger of running out of time unless you zoom through levels without touching anything.
  • Sonic 1 Smooth Special Stages (in the form of two Game Genie codes!), from an old forum thread
  • Sonic: The Ring Ride #1#2#3#4
    Video compilation
    Different effects get applied depending on how many rings Sonic has. It doesn’t take many for things to get very weird. They make it difficult to play, but the effect is really the point.
  • Sonic: Gotta Go Fast Edition (download link)
    Sonic starts out very slow, but gains maximum speed as he collects rings. The engine glitches a bit, but holds up fairly well considering.
  • Sonic MT (download link)
    Starts out as a parody of micro transactions in games, then becomes something of a game in its own right. Video demonstration.
  • Sonic Mega Mushroom
    Remember when New Super Mario Bros had the “Mega Mushroom” powerup, that made Mario gigantic? Sonic can do that too, and on his original hardware! Not very playable honestly, but fun to watch once, so here’s video.
  • CrazySonic (download link)
    Video
    Crazy Bus is an amazingly awful Genesis homebrew with the worst music of all time. Crazy Sonic… well, see for yourself.
  • Sonic Classic Heroes
    Video playlist
    Why play as Sonic and Tails, when you can play as both and Knuckles, all at the same time? And through all the stages of Sonics 1 and 2? And why not put in a professionally-made save feature too? Well, that’s what they did.

Romhack Thursday: Super Mario Bros. Mini

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

It’s been difficult to keep up a consistent stream of romhacks for Thursdays, due partly to the demise of romhacking.net. Although… it doesn’t look very shut down to me? In fact, it’s been switched to news only, so while it’s no longer a (somewhat) comprehensive database of hacks, through the efforts of a dedicated staff, it still passes along information about particularly prominent hacks.

Today’s subject, however, is not one of them. It’s not a hack at all, actually, it’s homebrew! It’s a homebrew remake of Super Mario Bros. for the Gameboy Color, created by Mico27.

But hold on a moment, didn’t Nintendo already make one of those? Yep, it was Super Mario Bros. DX, and it made excellent use of the hardware. But the GBC had a smaller screen, and so the levels were slightly modified to account for the change in scale. This new hack, Super Mario Bros. Mini, keeps the designs of the original eight worlds, choosing instead to redraw all the characters at a small resolution. There are other changes, too. The engine is completely different, recreased using GB Studio, with just enough of the physics changed to completely screw with your muscle memory. If you’ve mastered the original SMB, this fan remake will prove unexpectedly deadly. There are other rule changes, like awarding extra lives from defeating many enemies with a Starman and reaching the top of the flagpole, that award enough extra lives to make up for it.

While the eight original worlds are here, the main attraction is another full set of eight worlds you can access after finishing the originals. They include many new features, such as new bosses, vertically scrolling areas, and other surprised that I won’t spoil… although you can see them as the later half of this complete, 1:27 playthrough of the whole game.

Super Mario Bros. celebrates its 40th birthday next year! The players who grew up with it are aging steadily. It remains to be seen if its legacy will extend onward among new generations of players. It’s impossible to say for certain, but I think it has a good shot at it. Hold on Peach, there’s still millions of players coming to rescue you!

Here’s some more screenshots from the first worlds of Super Mario Bros. Mini, showing off some of the redrawn graphics.

Super Mario Bros. Mini (by Mico27, itch.io, Gameboy Color ROM, $0)

Phred’s Cool Punch-Out!!

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….

It’s a little risky to post this, because it’s a joke video game page on Tripod from 2001 that still somehow persists on the internet in 2024. I have to imagine that Phred is in his mid-to-late 40s by now. There’s several long pages here from that site, and there’s always the chance that a racist or neo-nazi joke, from an age when kids thought lightly of such things, could be lurking somewhere in there. Please understand it as a product of its time. It’s an amateurish site, but it has a lot of energy behind it.

I think it’s still worth looking at as a reminder of that age of the internet, which had many bad things about it, but also a lot of good things. I don’t know which this is. It contains a number of pretty dumb graphics hacks for Mike Tyson’s Punch-Out and/or its successor released after Nintendo’s licensing deal with Tyson ran out. Those hacks can be found here, although the background (the words “Master Phred” in fancy letters) makes the descriptions and download links really hard to read. (Try highlighting the text.) If you follow a few links, you can find actual NES Punch-Out rom downloads, which it’s even more amazing to find on a website in 2024.

Among the hacked characters are a robot, Doc Louis and Zelda, sure

The characters page includes, among other hacked characters like Rick and Nick Bruiser from the SNES Punch-Out, a character named after the Wii Punch-Out opponent Disco Kid, which indicates this page has to have been updated since 2009. There’s a links page where every outgoing link, other than GameFAQs, is broken, and a secrets page where most of the secrets are fake.

Well there it is, Phred’s Cool Punch-Out. You’ve survived 23 years. May you live a hundred more.

Phred’s Cool Punch-Out!! (tripod.com)

Romhack Thursday: Ultima Underworld on Playstation, in English

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

The critical consensus on Ultima Underworld is that it was a high point of the Ultima franchise, a then-unique (and still fairly distinctive) kind of game, a 3D fantasy adventure released nine months before Doom, with a detailed dungeon and a high degree of player agency.

Ultima Underworld got a Playstation release, but only in Japan. It is not a straight upgrade from the DOS version, it’s got different cutscenes and anime character portraits, as well as interface differences. Still, it could well be worth playing for its own sake.

Often for these romhack posts I’ll try to apply the patch myself and take my own screenshots, but in this case the patch is over 120 megabytes, and itself to be applied to a CD game ISO, and a substantial game to learn and navigate in itself, so I’m going to pass this time and just use screenshots from the game’s romhacking.net entry.

Look at that anime-style character art. I guess this counts as the third JRPG post in a row.

English Fan Translation of Ultima Underworld for Playstation (romhacking.net)

Romhack Thursday: Speculative Super Mario Bros. Prototype Recreation

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

Some months ago there were the “Gigaleaks,” huge troves of internal Nintendo files and documents that revealed a lot about abandoned projects and the development history of popular games.

There was so much information in them that people are still discovering new details. One thing that was surprisingly overlooked was source code for the version of Super Mario Bros. included in the SNES remake within Super Mario All-Stars. The source contained quite a lot of interesting commented-out lines and other data, that seemed to indicate that it may have been a hacked-up version of the source to the original Super Mario Bros.

A lot (but not all!) of this has been covered on the Prerelease page for Super Mario Bros. on The Cutting Room Floor. You can go read about it there. There resides information on scrapped enemies and objects, weird modes and behaviors of existing objects, and lots of other curiosities.

For the 38th anniversary of the release of Super Mario Bros., Nimaginendo Games made a romhack that seeks to recreate many of these abandoned elements, and shows it off in a Youtube video. The hack can be downloaded from a link in the video’s description, but only for a little while! I should emphasize that it’s not a real prototype, but a speculative recreation based on information from the leaked source. It even has an older version of SMB’s title screen.

Extra! Did you know that an early working English title for Super Mario Bros. was Mario’s Adventure? And Nintendo of America even made a promotional flyer with that name! These images come from Flyer Fever:

Super Mario Bros. Beta/Prototype recreated in 2023 (Youtube, 8 minutes, link to rom in the video’s description)

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, 𝖳𝗁𝖾 𝖯𝖾𝗋𝗌𝗈𝗇 𝖶𝗈𝗍 𝖪𝖾𝗉𝗍 𝖡𝖺𝗇𝗀𝗂𝗇𝗀 𝖮𝗇 𝖠𝖻𝗈𝗎𝗍 𝖱𝗈𝗀𝗎𝖾𝗅𝗂𝗄𝖾𝗌, 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: 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: 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: The Legend of Zelda Automap Plus

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

Last month we brought you Metroid + Saving, a passable attempt to make a classic game, that has a number of quirks related to it being a fairly early NES game, less frustrating to newer (younger) players. This week’s hack is another with that theme, snarfblam’s hack of NES The Legend of Zelda that adds a working automap to the game.

Like Metroid, finding your way around 128 screens of Hyrule is challenging, even if the game isn’t as large as, say, the Gameboy Link’s Awakening, which had 256 screens. But the limited number of tiles also decreases each screen’s visual distinctiveness, especially up in the mountainous regions.

The map appears in the upper-left corner of the overworld screens, which you can see in these screenshots. A special touch is that the map isn’t revealed all at the start but fills in as the player explores, and doesn’t consist of blank squares to show explored areas but even shows some detail. Places where screens are blocked internally are shown on the map, which is a great aid to both navigation and memory.

It immediately becomes evident that, like with Metroid + Saving’s mapping feature, it’s how the game should have been written originally, and probably would have been if design trends had evolved just a bit further at the time.

There are a couple of other graphical niceties in the hack, like health being shown in the life meter in 1/8th-heart increments. But overall the map is the main attraction here. It’s such a fundamental change to the game that the much more involved hack Zelda Redux uses it too. It is also worth trying out, if you still find the original Legend of Zelda to be a bit too hardcore for you.

Zelda Automap Plus, by snarfblam (romhacking.net)