A Link to the Past: Kaizo Edition
Zeldix :: Zelda III Hacking :: Hacks Database :: Finished
Page 3 of 3
Page 3 of 3 • 1, 2, 3
20170203
A Link to the Past: Kaizo Edition
Patch Download:
Kaizoalttp.ips
- Faq/Readme:
- A Link to the Past: Kaizo by ChristosOwen
--- What is A Link to the Past: Kaizo? ---
This is an extremely difficult mini-hack aimed at speedrunners. It's mostly the same as the original game, except it shuffles items around in order to create an interesting and unique path through the game. There are some romhacking elements too which will make you laugh (or cry).
--- How difficult are we talking? ---
It's very challenging from both a puzzle solving and execution perspective. It requires an in-depth knowledge of the game and its mechanics, as well as a high level of skill. Kaizo hacks are intentionally designed to feel unfair and to test your thinking, patience and skill -- this one is no exception.
--- Who is responsible for this travesty!? ---
I designed the overall concept and progression. I was lucky enough to have Superskuj, Karkat and Zarby help me with the numerous romhacking aspects. Huge thanks to you guys!
--- What's actually new then? ---
Everything that's possible/required in this hack is also possible in the original (Japanese 1.0) version of the game. However the opposite is NOT true: there are things which are possible in the original game which are NOT possible in this hack. A very simple example is that mini-helmasaurs can no longer be knocked back into pits in this hack, whereas in the original game you could do that.
Everything changed will be obvious to the player when playing.
--- What advanced knowledge do I need to know? ---
You'll need to know a few tricks and minor glitches, some exclusive to the Japanese 1.0 version. Specifically:
- Fake flippers
- Dungeon bunny revival
- Bomb jumps (some advanced ones, some not used in speedruns)
--- How long do you expect this to take? ---
Some of the top speedrunners who can beat the original in under 2 hours have taken 12+ hours to beat this. You may want to consider using savestates if you're really struggling.
--- Important Notes ---
NOTE 1: This was made before the "fake powder" glitch was discovered so it is not expected you use this glitch. That location still contains Half Magic since it was meant to be impossible to get it. Getting Half Magic really ruins the intended difficulty so I recommend not doing that!
NOTE 2: The map is permanently disabled. This was made before pendant/crystal randomization existed between dungeons so that had to be done manually. The result broke the map and I found disabling it to be the simpler solution at the time.
NOTE 3: While in the rain state please ensure you AVOID scrolling TOWARDS the "Link's House" and "Hyrule Castle" overworld screens from the surrounding screens. The rain-state guards are still present and you will get stuck in their hitboxes and softlock! This was an oversight and ideally these guys will be moved in a future version.
NOTE 4: You do NOT need to use any major glitches to complete this hack!
--- Good Luck & Have Fun! ---
The best way to play this is to throw out all assumptions you have about how the progression through the game will go. The next task required to progress will usually not be what you'd be required to do in the original!
--- Spoilery Notes ---
STOP READING NOW IF YOU DON'T WANT SPOILERS!!!
If you want a true blind experience you should stop reading now. Some things here may spoil the puzzles and surprises.
NOTE 1: This was made on a very old V7 version of the randomizer in early 2017. As such, some things will not be how you expect them to be if you're playing this in 2018 or thereafter. One notable difference is the Pyramid/Waterfall Fairies did not have chests in them yet. You can interact with them by walking up to them just like you ordinarily would in the original. New interactions with them may also be possible so bear that in mind!
NOTE 2: It is possible to softlock in the initial rain-state prologue if you run out of resources - this is intended design! Manage your resources extremely effectively or restarts may be required. This sequence is fairly short so it shouldn't be very frustrating. Once you beat the prologue you can never softlock yourself again (unless you use major glitches, etc).
- Some pot/enemy keys have been removed (note: removed, NOT moved elsewhere)
- No new pot/enemy keys have been added
- Enemy HP has been changed (mostly increased)
- No enemies are completely invincible
- Damage output from enemies has been changed (mostly increased)
- Enemy vulnerabilities have been changed (no NEW weapons work on enemies/bosses but some that used to work no longer do)
- Enemy prize packs have been changed (these are specifically chosen for each enemy group, most are now 100% drop rates)
- Some properties have been changed about most enemies (e.g. block projectiles from the front, cannot fall down pits, etc)
- Starting heart count has been reduced to 1
- Bomb capacity has (initially) been capped at 5 and arrow capacity has (initially) been capped at 10
- Multiple copies of some items exist
- It is not possible to finish with a full inventory
- Dark navigation is required (you will have an item available to help navigate before any dark rooms are necessary)
- Maps may be useful: http://ian-albert.com/games/legend_of_zelda_a_link_to_the_past_maps/
RAW Paste Data
A Link to the Past: Kaizo by ChristosOwen
--- What is A Link to the Past: Kaizo? ---
This is an extremely difficult mini-hack aimed at speedrunners. It's mostly the same as the original game, except it shuffles items around in order to create an interesting and unique path through the game. There are some romhacking elements too which will make you laugh (or cry).
--- How difficult are we talking? ---
It's very challenging from both a puzzle solving and execution perspective. It requires an in-depth knowledge of the game and its mechanics, as well as a high level of skill. Kaizo hacks are intentionally designed to feel unfair and to test your thinking, patience and skill -- this one is no exception.
--- Who is responsible for this travesty!? ---
I designed the overall concept and progression. I was lucky enough to have Superskuj, Karkat and Zarby help me with the numerous romhacking aspects. Huge thanks to you guys!
--- What's actually new then? ---
Everything that's possible/required in this hack is also possible in the original (Japanese 1.0) version of the game. However the opposite is NOT true: there are things which are possible in the original game which are NOT possible in this hack. A very simple example is that mini-helmasaurs can no longer be knocked back into pits in this hack, whereas in the original game you could do that.
Everything changed will be obvious to the player when playing.
--- What advanced knowledge do I need to know? ---
You'll need to know a few tricks and minor glitches, some exclusive to the Japanese 1.0 version. Specifically:
- Fake flippers
- Dungeon bunny revival
- Bomb jumps (some advanced ones, some not used in speedruns)
--- How long do you expect this to take? ---
Some of the top speedrunners who can beat the original in under 2 hours have taken 12+ hours to beat this. You may want to consider using savestates if you're really struggling.
--- Important Notes ---
NOTE 1: This was made before the "fake powder" glitch was discovered so it is not expected you use this glitch. That location still contains Half Magic since it was meant to be impossible to get it. Getting Half Magic really ruins the intended difficulty so I recommend not doing that!
NOTE 2: The map is permanently disabled. This was made before pendant/crystal randomization existed between dungeons so that had to be done manually. The result broke the map and I found disabling it to be the simpler solution at the time.
NOTE 3: While in the rain state please ensure you AVOID scrolling TOWARDS the "Link's House" and "Hyrule Castle" overworld screens from the surrounding screens. The rain-state guards are still present and you will get stuck in their hitboxes and softlock! This was an oversight and ideally these guys will be moved in a future version.
NOTE 4: You do NOT need to use any major glitches to complete this hack!
--- Good Luck & Have Fun! ---
The best way to play this is to throw out all assumptions you have about how the progression through the game will go. The next task required to progress will usually not be what you'd be required to do in the original!
--- Spoilery Notes ---
STOP READING NOW IF YOU DON'T WANT SPOILERS!!!
If you want a true blind experience you should stop reading now. Some things here may spoil the puzzles and surprises.
NOTE 1: This was made on a very old V7 version of the randomizer in early 2017. As such, some things will not be how you expect them to be if you're playing this in 2018 or thereafter. One notable difference is the Pyramid/Waterfall Fairies did not have chests in them yet. You can interact with them by walking up to them just like you ordinarily would in the original. New interactions with them may also be possible so bear that in mind!
NOTE 2: It is possible to softlock in the initial rain-state prologue if you run out of resources - this is intended design! Manage your resources extremely effectively or restarts may be required. This sequence is fairly short so it shouldn't be very frustrating. Once you beat the prologue you can never softlock yourself again (unless you use major glitches, etc).
- Some pot/enemy keys have been removed (note: removed, NOT moved elsewhere)
- No new pot/enemy keys have been added
- Enemy HP has been changed (mostly increased)
- No enemies are completely invincible
- Damage output from enemies has been changed (mostly increased)
- Enemy vulnerabilities have been changed (no NEW weapons work on enemies/bosses but some that used to work no longer do)
- Enemy prize packs have been changed (these are specifically chosen for each enemy group, most are now 100% drop rates)
- Some properties have been changed about most enemies (e.g. block projectiles from the front, cannot fall down pits, etc)
- Starting heart count has been reduced to 1
- Bomb capacity has (initially) been capped at 5 and arrow capacity has (initially) been capped at 10
- Multiple copies of some items exist
- It is not possible to finish with a full inventory
- Dark navigation is required (you will have an item available to help navigate before any dark rooms are necessary)
- Maps may be useful: http://ian-albert.com/games/legend_of_zelda_a_link_to_the_past_maps/
----------------------------------------
Hello folks!
This is a mini hack called ALTTP: Kaizo. Patch to an unheadered US version ROM.
For those unfamiliar with the term Kaizo, here's an excerpt from our Super Mario World Kaizo cousin:
Kaizo Mario World features extremely difficult level designs and deliberately breaks many normal rules of "accepted" level design, such as placing invisible blocks where the player is likely to jump, thus causing the player to die. This cruelty and the resulting frustration, as well as the skill level required, is the purpose of the hack. The Japanese word 'kaizō' has a literal meaning of "reorganize but in this context it indicates an extreme level of (unfair) difficulty.
This hack is the ALTTP version of this.
It's based on the randomizer concept, which keeps the main game layout the same (overworld/dungeons) but changes the contents of each item location (chests, heart pieces, boss drops, and more). By doing this I have created a unique progression order as well as some unique and challenging puzzles, all within the familiar original setting. There are numerous pieces of minor romhacking to mix things up, which will make you either laugh or cry.
I have provided a more detailed readme containing further information:
https://puu.sh/tOFbT/e3e4953e7e.txt
Lastly, let me emphasise that this is extremely difficult and challenging. It hasn't been made to be fair to the player. It was created with speedrunners in mind and is extremely likely to be frustrating and confusing to most people. Expect to get stuck and die a lot.
I'm sharing it here in case there are any other sadists amongst us. Feedback is welcome, but please bear in mind the aim of the hack before saying it's too hard (because that's the point)!
Last edited by ChristosOwen on Sat 4 Feb 2017 - 19:13; edited 1 time in total
ChristosOwen- Since : 2016-06-12
A Link to the Past: Kaizo Edition :: Comments
That's true. If you want to see that playthrough you can see it here:
https://www.twitch.tv/videos/118931407
This is of the original hard version which had a couple of bugs which have since been fixed and I have moved a couple of things around, but the overall hack remains very similar.
https://www.twitch.tv/videos/118931407
This is of the original hard version which had a couple of bugs which have since been fixed and I have moved a couple of things around, but the overall hack remains very similar.
Just found another minor issue, which needs to be implemented. You know how sometimes the heart container animation doesn't work. This is due to all definitions for the heart containers are actually false:
current values are 26 in hex or 3E in hex, which corresponds to 38 and 62 in dec. Both are regarded as LiarHeart and MuteHeart, which I actually don't know why were they programed, but it seems that they actually give a heartcontainer in the Japan version. The actual correct value for a heart Container is chest prize 63 in dec is 3F in hex. So that's easy fixable.
I'll add this to the list of changes from release candidate v1 to v2.
current values are 26 in hex or 3E in hex, which corresponds to 38 and 62 in dec. Both are regarded as LiarHeart and MuteHeart, which I actually don't know why were they programed, but it seems that they actually give a heartcontainer in the Japan version. The actual correct value for a heart Container is chest prize 63 in dec is 3F in hex. So that's easy fixable.
I'll add this to the list of changes from release candidate v1 to v2.
I actually knew about the heart containers, and chose to use those ones rather than the ones which fully heal you (like the one in Sanctuary in vanilla). I had the option of both.
The ones I've used are the type you receive after boss fights, which increase your maximum health by 1 and current health by 1, but don't refill you to maximum health. I felt these were better suited to a Kaizo!
The ones I've used are the type you receive after boss fights, which increase your maximum health by 1 and current health by 1, but don't refill you to maximum health. I felt these were better suited to a Kaizo!
I was wondering where the difference is.
In this case they must be all put to 3E (get container and no helth refill), since 3F is (get container and health refill), however some values are still 26, which need to be changed to 3E. But there are no 3F values, so that's ok.
So here are the types of heart containers:
1.) hex value 26= heart container which does not travel up from the chest, but rather stays on place and goes directly to Monologue/dialog. If no monologue, like in Kaizo, there basically is no animation, and in vanilla game this type actually also refills your health.
2.) hex value 3E= heart container which travels normally from the chest up (animation), usually received from the defeated boss, thus no monologue at all. This container does not refill your health.
3.) hex value 3F= heart container which travels normally from the chest up (animation), planed to be received in a chest, it does thus has normal monologue message. This container also refills your health.
So to sum it up, the 3E is correct value for Kaizo.
In this case they must be all put to 3E (get container and no helth refill), since 3F is (get container and health refill), however some values are still 26, which need to be changed to 3E. But there are no 3F values, so that's ok.
So here are the types of heart containers:
1.) hex value 26= heart container which does not travel up from the chest, but rather stays on place and goes directly to Monologue/dialog. If no monologue, like in Kaizo, there basically is no animation, and in vanilla game this type actually also refills your health.
2.) hex value 3E= heart container which travels normally from the chest up (animation), usually received from the defeated boss, thus no monologue at all. This container does not refill your health.
3.) hex value 3F= heart container which travels normally from the chest up (animation), planed to be received in a chest, it does thus has normal monologue message. This container also refills your health.
So to sum it up, the 3E is correct value for Kaizo.
Wait, so according to the readme, I can't complete this game without a bunch of speedrunning glitches? Man, I was really looking forward to playing this normally...
He also made the Kaizo Lite version, I helped him a little and could make some of my wishes in the game: no fake flippers, Lamp available etc. Not sure where the Lite version is though.pea2nuts wrote:Wait, so according to the readme, I can't complete this game without a bunch of speedrunning glitches? Man, I was really looking forward to playing this normally...
Yeah, this was more of a thing I made for the speedrunner/randomizer communities and then decided to share on here afterwards, so the audience was never really intended as someone without the in-depth knowledge of the game mechanics required to beat it. With that said, the things required are really rather straightforward (fake flippers and dungeon bunny revival are free, the IP bomb jumps are more tricky perhaps). The Lite version removed these too, I sort of lost interest towards the end of editing that version but I'll see if I can dig it out. As Puzzledude said that one removed the glitches from being necessary, as well as the dark navigation.
I'm planning a Kaizo 2 which will not require any glitches or dark navigation, though. But it's a long way from being complete.
I'm planning a Kaizo 2 which will not require any glitches or dark navigation, though. But it's a long way from being complete.
Let's see… bombfighting, bowmanship with limited arrows, lampless East Palace, and that's all before Zelda… I'm liking this already :]
Page 3 of 3 • 1, 2, 3
Similar topics
» A Link to the Past revamped
» A Link to the Past - Zero hit challenge
» A Link to The Past: ReLink
» Link to the Past (J) MSU-1 Patch
» A Link to the Past: Retold
» A Link to the Past - Zero hit challenge
» A Link to The Past: ReLink
» Link to the Past (J) MSU-1 Patch
» A Link to the Past: Retold
Permissions in this forum:
You cannot reply to topics in this forum