Romhack Thursday: Zelda II: The Adventure of Mario

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

We’ve not done a Romhack Thursday* for a while. Found by way of a Bluesky post by bro3256, of the website Famibro, this is a brilliant romhack by jroweboy (SMBArena page) that not only puts Mario into Zelda II, but also subtly remixes the game to allow for his different moveset.

While this is a hack to Zelda II, not Super Mario Bros., Mario’s physics and jump have been faithfully recreated in the engine. Mario doesn’t have Link’s sword, and without certain spells his only means of attack is his trademark jump! But all of the enemies that Link could employ his downthrust move against Mario can stomp. This makes some enemies much easier to beat, like the Dairas in Death Mountain, but it makes Stalfos and Ironknuckles almost impossible to defeat without some aid. It takes a lot of familiarity with the original game to notice it, but a couple of enemies have been removed in order to provide a better play experience.

I’ve found it to be unusually well-balanced and implemented for a romhack, especially one with such a unique premise. The game plays a lot like if Nintendo had made it themselves. When Mario is reduced to two bars of health he loses his Super status and becomes small, just like in the SMB games. There are certain advantages to being small; a few keys require a difficult running ducking jump/slide to get when Mario’s big, but if he’s small it’s simple to collect them.

The spells have been redone to fit Mario’s abilities, and the implications of the new rules make the game seem fresh even to Zelda II obsessives like me. The Shield spell doesn’t reduce damage taken, but instead gives Mario a floating shield that acts like Link’s shield. Mario already has a great jump, so the Jump spell is replaced with a spell called Tanooki. Tanooki gives Mario his tail from SMB3; he can’t fly with it, but he can float down from jumps and, crucially, he can use it like Link’s sword if it were limited to low attacks. Unlike all of Link’s spells, Mario’s Tanooki and Fire powerups don expire when the scene changes, but instead lasts until Mario becomes small. I think there are other changes too but I haven’t gotten far enough to find them.

On top of all of that, the music has been slightly Mariofied too, and the soundtrack is really good! Here’s some footage of me playing through some early portions of the hack. (1 hour 23 minutes)

I do need to warn you of one issue though. On my first attempt at playing the game, one of the keys in the first dungeon didn’t register when I collected it, softlocking me and making it impossible to finish the Parapa Palace (the first dungeon). I suggest you save often in case something like this happens to you. It was lucky for me that it happened so early in the game, and starting over didn’t lose me much progress. There’s another place where you appear to be softlocked, in the third palace, but I managed to overcome it by getting the item out of it then setting it aside and exploring ahead, and sure enough, soon after I got an ability that let me go back and finish it.

Despite those issues I’m having a great time trying to puzzle through Zelda II’s huge challenges with this different moveset. If you’re a Zelda II fan too (I hear there are a few of your out there at least) you should check it out!

* Why, you may ask, a Romhack Thursday? It’s because I wanted to do a weekly romhack feature but there aren’t any days of the week beginning with the letter R! You may also ask, why a picture of a frog wearing sunglasses for its header image? They’re the cool frog of the swamp, they know how to edit rom files and give them to all their friends. If you look closely at the cartridge in its hand, the label may look slightly familiar if you’ve played a lot of classic arcade games….

Zelda II: The Adventure of Mario (hack of Zelda II by jroweboy)

Stuff About Last Year’s Zelda Game & Watch Device

Forever late to the party, I splurged a bit and got the Zelda Game & Watch Nintendo made last year, and you can still find on sale in some places. It doesn’t seem to have been as popular as the Super Mario Bros. version, despite being a somewhat better value for the money. It’s hackable, but it requires opening it up and doing some soldering, and has so little storage that to really make use of it you have to replace its Flash memory chip too.

But even if you don’t hack it, it’s a nice thing just to have? It’s got a great screen for one thing. And as reports were on release, there is a light-up LED Triforce that shows up through the back case when it’s on that’s just a nice touch. The games are largely as they were on their original release, although with flashing effects toned down to avoid triggering seizures in photo-sensitive sufferers of epilepsy.

This is such an unnecessary addition, but I love it. Nintendo is really calling out to Zelda fans here.

Of new features though, the standout is the clock mode, which I’ve not seen a lot of people talking about! It self-plays a kind of weird version of The Legend of Zelda via AI. Monsters are generated, the AI destroys them, then more monsters are generated. They drop items, but rupees don’t seem to matter. Every two minutes, Link moves to a new screen. Every 30 minutes or so he changes location between the overworld or a dungeon. He finds items, he beats bosses, he gets heart containers, he slowly collects Triforce pieces, and at noon and midnight he defeats Gannon and starts all over again. There are even secret staircases to find, although the AI seems to know where they are.

The rupees serving as the colon in the time can be collected!

At any time during this show, you can press A and B at the same time to take control of Link yourself. He controls exactly like he does in the NES version, with enough nuance (like, the edges of the screen are a safe zone like in the console version) that I wonder if this isn’t a hugely hacked-up version of the game’s rom that’s providing the show. The sound is just ticking by default, but if you hold the A button down for five seconds it enables the sound from the game too.

If you choose to control Link, you can’t access the subscreen, but you can switch items using the Select button. If you run out of hearts Link respawns almost immediately. Also you can’t move to a new screen yourself, instead the game advances to a new area after two minutes regardless of how well either you or the AI player does. If you leave the controls alone for a couple of seconds the AI will take back over for you.

I don’t know if the world map that Link travels through is mappable. I’d be very interested to know if it’s a hack, and if it is, if someone could break it out of the software. If it isn’t, maybe the game world could be recreated in a hack of the original Zelda rom?

The Zelda II timer game is rather fun in small doses

There is also a special version of Zelda II. When you activate the Timer function, the version of Link from that game will automatically fight enemies, and you can take over from its AI too. This version is more explicitly game-like: it tracks high scores earned (by either human or AI) in each of its ten time limits and on each of three enemy sets, plus one more, a special mode where it records the time a human player can defeat a number of enemies. (Hold A for five seconds from the timer set screen to activate it.) And there’s a version of the old Game & Watch title Vermin included, with Link instead of its generic character that was later christened Mr. Game & Watch.

A note about the combat implementation of Zelda II in the timer game. Ironknuckles show up here, but the trick familiar to people who have played a lot of the NES game, of jumping before an Ironknuckle and stabbing as you’re coming down, as of slashing through the top of the enemy’s head, which always gets past the shield, does not work in it. Instead, to get past an Ironknuckle’s defenses, you must rely on the fact (in this game) that they can’t movie their shield while they’re attacking with their own sword.

Oh, it’s got three emulated Zelda games too, although I’ve played them so much before that the new stuff is much more interesting to me

So, it’s time to make an embarrassing admission. This is at least the seventh time I have legally owned the original Legend of Zelda. I had its NES cartridge, the Virtual Console rereleases for Wii, Wii-U and 3DS, the GBA rerelease, and the one on the Gamecube bonus disk for pre-ordering Wind Waker. I’ve probably forgotten at least one other version along the way-I had Gamecube Animal Crossing, which has the rom of The Legend of Zelda on its disk too, although it was never made available without hacking, and I subscribe to Nintendo Switch Online, meaning I can also play it there if I were to be of that mind. Now, I own a yet another device that can play The Legend of Zelda. Most of that time I could have played it for free via emulation, yet I keep buying it.

Yes, on the day I got it, I did a deathless run of Legend of Zelda on it. It was mandatory.

My response to people who are somehow in favor of Nintendo’s draconian legal response to pirates is, why do I keep doing that, continually giving them money for a game I’ve bought many times, when if I had the mind I could probably have gotten a hundred copies off the internet? Am I just stupid, or is there some other motive at work here? I am open to either possibility.