Redesigned 8-bit and 16-bit games (Some unbelievable!)

Enk

makes good threads.
Mar 21, 2007
3,698
0
0
Memphis (aka Hell)
#51
Here's another one. It's called Castlevanoa Remix. This hack completely reworks Castlevania's visual look and level layouts. It goes for a simpler yet moodier pallette that kinda evokes the fill of classic horror films.


 

Enk

makes good threads.
Mar 21, 2007
3,698
0
0
Memphis (aka Hell)
#52
Super Metroid Redesigned

For those that are sick of replaying the same Super Metroid map over and over again here's something different. Longer, harder, with a lot more ball action!


 

Dacvak

No one shall be brought before our LORD David Bowie without the true and secret knowledge of the Photoshop. For in that time, so shall He appear.
Jan 29, 2008
5,968
10
1,125
Pittsburgh, PA
reddit.com
#54
I just tried a few of the games mentioned here.
Extra Mario Bros, Brutal Mario, Sonic 2 Long Version, and Sonic 1 Megamix. I have to say, without a doubt, the most impressive one is Sonic 1 Megamix. I just blew through the first two Zones and they were absolutely phenomenal. I love being able to use Sonic's homing attack as a boost. The levels so far are pretty damn awesome, too.

I absolutely recommend everyone try this game. It's too good.
 

Enk

makes good threads.
Mar 21, 2007
3,698
0
0
Memphis (aka Hell)
#55
Mario Adventure

Here's another well made hack. It's a complete redesign on Super Mario Bros 3 only it adds a bit of an adventure game element to it. Stages now have multiple weather patterns and coins are collected now to purchase items from toad stores.



 
May 3, 2006
9,227
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#56
evilromero said:
I always wanted a direct follow-up to ALttP with the same attention to level design and exploration. They haven't quite captured the same magic since (came close with LA and OoT).
I always felt Link's Awakening to be superior in those two regards. All top down Zeldas from Link's Awakening on had far less wasted design space.

For Zelda: Seeds of Time they need to add high/low sword stabs and shield blocks to recreate the Zelda 2 feel.
 
Jun 8, 2004
3,285
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#57
Whatever happened to that super ambitious Super Metroid remake thingy.. SR-388 something..?

Was it fake or what? Came outta nowhere and I never heard of it again.
 
Sep 14, 2006
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#58
Enk said:
Super Metroid Redesigned

For those that are sick of replaying the same Super Metroid map over and over again here's something different. Longer, harder, with a lot more ball action!


Although not nearly as good, Super Metroid Legacy, and Super Metroid Limit are good fun. Makes me long for Metroid Dread...
 
Oct 9, 2007
11,041
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920
#59
Just finished up Extra Mario Bros. Fun, but Mario 1's physics and engine limitations make it considerably more tedious than it should be.
 
Nov 16, 2006
78,207
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steamcommunity.com
#60
Great thread!

Monsterland said:
This stuff looks awesome, I want to play the 2d zelda. Put it on the ds please!
You can run most of the posted SNES games with SNEmulDS on the DS.

I've checked out Parallel Worlds before, but like Cow Mengde said - it's not too hot. The first dungeon almost made me quit the game. I persevered, but after a bit more time spent with it I realised that it simply doesn't have the same thoughtful room/dungeon design and flow I've come to expect from proper Zelda titles, so I've stopped playing it altogether.

Gets an A for Effort, though.
 

dark10x

Digital Foundry pixel pusher
Jun 9, 2004
51,466
1,111
1,515
www.eurogamer.net
#62
Wanted to comment on Sonic Mega Mix...

I've finished the first three Zones (up to Misty Maze, or whatever it was called). Not bad at all, I must say!

The level design is much improved over the original version I played, things look better overall, and the performance is awesome (nice job on optimizing jman!). The only time the game slows down is when bricks are when lots of small sprites fill the screen (breaking walls and losing rings). Other than that, it runs very nicely.

Thus far, I thought Zone 3 was the worst. It wasn't bad, but it was kind of lacking the refinement that later Sonic "pinball themed" zones had. This is somewhat the fault of the game it is based on, however, as Springyard Zone simply wasn't as good as stuff like Casino Night. I was never a fan of Marble Zone in Sonic 1, but the redesign here is REALLY cool and has lots of high speed moments mixed with platforming. It looked a bit rough due to the lack of parallax on some background elements (which was borrowed Zone 3 of Sonic 3), but it was good overall. Zone 4 is also looking great as I was not a fan of the design of Marble Zone either yet this new creation is beautiful to behold (the best looking so far). I suppose my main complaints are the result of using Sonic 1 as a basis. While it was the first, it was also my least favorite. I don't like the visual design or sprites anywhere NEAR as much as Sonic 2 (my favorite). It just has a clunky look that was done away with in Sonic 2 (but taken a tad too far with Sonic 3k).

The only other thing that I'm disappointed in is the music. In general, the tunes are lacking the awesome percussion that made the soundtracks of Sonic 1 and 2 so damn good. In fact, the remixed boss theme from Sonic 2 shows up here and sounds pretty awful. The themes for each of the Zones third acts have been my favorites, though. The remix of Green Hill was excellent. I respect the choices and remixes made here, but I'm surprised that the team stayed away from the kickass percussion sound that always made Sonic games sound so much better than other Genesis titles.

Well, I'm going to continue playing. Having a great time! The fact that it's Sega CD also keeps me from using save states (making a better game, really). I must say that, for an unfinished release, it's solid. I've encounter a number of minor bugs in the scenery, but nothing game breaking. It generally feels polished.

I persevered, but after a bit more time spent with it I realised that it simply doesn't have the same thoughtful room/dungeon design and flow I've come to expect from proper Zelda titles, so I've stopped playing it altogether.
That is why I recommended Return to Dinosaur Island earlier. The level design is damn near Nintendo quality. The author avoided cramming too many things into each level and ended up creating a very balanced design. It's really really good. Most rom hacks completely lack this type of design.
 
Jun 7, 2004
7,201
23
1,355
New Jersey
#63
There are lots of hacks on the Atari 2600. One of the more famous ones is Rob Kudla's hack of Ms. Pac-Man to create his own version of Pac-Man. Atari's official version of Pac-Man wasn't a terribly accurate port, but their Ms. Pac-Man was a much better conversion, so he started from there and modified it into a "better" Pac-Man.



Bob DeCrescenzo then took this a step further, and modified it again into a version of Pac-Man Plus.



Mr. DeCrescenzo later did something similar with the 7800 version of Ms. Pac-Man, and hacked it into Pac-Man Collection, which includes several variations including Pac-Man, Pac-Man Plus, and even conversions of popular bootleg hacks from the arcade (such as Hangly Man). See this page for more details.





 
Feb 1, 2008
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#66
dark10x said:
That is why I recommended Return to Dinosaur Island earlier. The level design is damn near Nintendo quality. The author avoided cramming too many things into each level and ended up creating a very balanced design. It's really really good. Most rom hacks completely lack this type of design.
I just spent a little time with RtDI. It is damn good. Sadly, there's something amiss with either my controller or the emulator I'm using. I can't tell if the controls are unresponsive or too responsive, but I tend to go flying off of things with the slightest touch, unable to recover.

I might give it a try again later tonight. It'd be nice to have some new Mario levels for my wife and I to run through.

I'm glad I kept my SNES copies of Mario World and Zelda for this very reason.
 
Apr 11, 2008
7,999
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#67
I just edited this into the original post.

---

The Second Reality Project

This is an impressive redesign of Super Mario World, a huge game in which Mario explores levels from the Mario series history, and from other games. What I consider most impressive about this hack is that it is more than just the novelty of travelling through Green Hill, Scrap Brain, Dreamland, etc. It is the consistent and wonderful level design. This is a fun, if challenging (and savestate-dependent), adventure.













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-----

I was going to mention Sonic Megamix later on in the thread, it deserves it. Thanks for the suggestions coming in, they are very interesting, I'm going to have a good look for them.

Sorry for those asking for links - I'm not sure exactly where GAF administration stands on IPS patches (though different from ROMs), so I'm not going to go there. A google search will find you what you want though.

There are loads more to cover, tommorow hopefully. I've only done one now cos I'm knackered!
 
Oct 19, 2005
26,635
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#68
Linking to IPS patches is fine as long as you don't link to ROM images themselves (and if you link to the patches at any remotely reputable distribution site, you won't be.) There have been many threads about fan translation patches, including links to the official sites/blogs of the translation projects (which include said patches.) So update your OP! :D
 
Jul 27, 2007
16,637
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0
Miami, FL
www.twitter.com
#69
jman2050 said:
So how do you make this topic without mentioning Sonic Megamix :p

Full-on Sonic 1 conversion that's unfortunately been discontinued. In work for some time and already featuring new level art, layouts, and even bosses. Also notable for being the first Sonic hack converted into a Sega CD game.

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No link to it, as the final release is in ISO form.
WHoa. I have never seen this before. My mind has been blown.
 

Enk

makes good threads.
Mar 21, 2007
3,698
0
0
Memphis (aka Hell)
#71
Metroid V: Rebirth
(LINK)

Not quite a hack but along the same lines this is a fanmade Metroid game that is made with the Zelda Classic engine. Essentially it's a Metroid game done Zelda NES style. Haven't had the chance to dive into it yet but it looks to have some effort put into it. Here's some pages from the instruction manual that comes with the game.





 
May 28, 2005
1,122
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#73
http://www.youtube.com/watch?v=XhSxVO0MPoQ&feature=related

this is brilliant dude. i love sonic and you (jman2050) completely have the right ideas.

it sucks that none of the good sonic fan games ever make it to completion though. theres a couple other nice ones, but they're barely playable past the first level or two.

this one is pretty cool for what it is, sonic xg: http://www.youtube.com/watch?v=w4zTck26MN4&feature=related

not to be an asshole, but there has yet to be any sonic fan games that really nail a boss fight. i understand it would be hard to do, but they don't come off very well imo.
 
Apr 11, 2008
7,999
1
985
#75
Sonic 1 Megamix (v4)

If there was a fault with this production, it would be the humble name it goes by. Sonic 1 Megamix is one of the paragons of 16-bit hacking. The project's ambition seemed to have passed the limits of the Mega Drive/Sega Genesis, and is now a Sega-CD production. In this game, you will find a project with more Sonic-ness about it than any Sonic game of the last decade.

Sonic Megamix takes the basic structure of Sonic 1 (Green level/Castle Level/Spring Level, etc) and remakes them using:

-Multiple characters, with unique movesets and abilities
-Superior Level Designs (multiple paths depending on exploration, skill, character ability)
-Superb music choice that changes per act rather than per zone.
-Perfect control - Sonic's moveset is assembled from the best the series has to offer, especially the legendary Sonic CD, and including modern Sonic movements such as homing attack and momentum boosts.
-New bosses, with multiple forms.
-Save functionality.
-Incredible, appropriate graphics which continue to suprise while maintaing the Sonic 16-bit artstyle

There are loads more to mention, but discover that for yourself. Here is a game that understands exactly what Sonic is about. Its not about pure speed, its a game of momentum, choice, depth and balance.

This production is vital, not only to those interested in hacking, but to all gamers. I cannot undersell this exceptional team-effort short.


















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Super Metroid Redesign

Metroid Redesign is a very impressive, very expansive remake of Zebes. Other than the opening station level, no other part of the world is designed in the same way. Though a fan-production, this game knows what Metroid gameplay and design is, and has been embraced by many Metroid fans, and especially the Metroid speedrun and sequence-breaking community. I would consider this to be a wonderful, more challenging "Second Quest" to Super Metroid.

The game expects you to have completed Super Metroid, and to natively understand wall-jumping and shinesparking. In return for your skill, Zebes now has a revised physics system, new abilities to collect and exploit, and a number of novel twists on a classic. Highly recommended, but have patience. Veterans will embrace the challenges provided by this two-year production.









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dark10x

Digital Foundry pixel pusher
Jun 9, 2004
51,466
1,111
1,515
www.eurogamer.net
#76
not to be an asshole, but there has yet to be any sonic fan games that really nail a boss fight. i understand it would be hard to do, but they don't come off very well imo.
Actually, the second boss in Sonic Mega Mix was pretty damn good. Have you tried it? I was surprised that it was something new. Not bad at all!
 
Apr 11, 2008
7,999
1
985
#78
Mario Adventure

Mario Adventure is a collosal, deep Mario game crafted using the Super Mario Bros 3 engine. This production is widely regarded as one of the most impressive NES hacks ever produced, and only a few minutes of playtime can make you believe this status.

The game takes the Mario 3 eight-world structure, creates new stages and worlds, and infuses the overall package with some adventure-game qualities, such as exploration and non-linear approaches to worlds. The objective is to explore each world (in order of your choice), and through clues provided upon defeating bosses and fortresses, locate that world's secret key. These seven keys are well hidden, but the clues are substantial. Upon claiming the seven keys, Mario can unlock to path to World eight, and the endgame.

Among its impressive assembly programming, are:

-Superb level design, this is an extremely playable, challenging hack which expands on many ideas from Mario 3, and introduces many of its own.
-Changing weather patterns. Each level has been designed for different weather conditions, that change randomly. You can enter a level during rain, sun, snow, night, etc.
-New powerups. The game gives Mario an assortment of new, appropriate powers to play with. The power-up storage system of Mario World is also integrated, and the legendary Kuribo's Shoe is transferable between worlds (about time)!
-Coins collected can now be spent at shops.

There is a tremendous amount here to like, and for anyone interested in either game redesigns, or 2D Mario games, it comes highly recommended. An addictive, consuming piece of work.



















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Jun 1, 2007
2,649
0
0
Ohio
#79
dark10x said:
Wanted to comment on Sonic Mega Mix...

I've finished the first three Zones (up to Misty Maze, or whatever it was called). Not bad at all, I must say!
You're in for a surprise with the next Zone. A very interesting musical choice that brought a smile to my face. Anyway have any of you figured out how to save?
 
Mar 29, 2006
5,792
0
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S.Florida
#82
I've played through most of Parallel worlds, but had to stop becuase it just got too frustrating. which is the problem with most of these hacks..they are just too damn hard for their own good.

i also played through most of that S.Metroid update..also REALLY hard.

that SMW hack with all the crazy bosses looks awesome though..i may have to try that.
 
May 18, 2005
31,847
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0
#83
rhino4evr said:
I've played through most of Parallel worlds, but had to stop becuase it just got too frustrating. which is the problem with most of these hacks..they are just too damn hard for their own good.

i also played through most of that S.Metroid update..also REALLY hard.

that SMW hack with all the crazy bosses looks awesome though..i may have to try that.
I think a lot of it has to do with the fact that save stating has become so prevalent that some hack makers feel that they can make their hacks as hard as they want because "people will just save and reload anyway"

Which has its audience, mind you. Some are masochistic and love their hacks to be as hard as humanly possible. I imagine that many though would prefer something that they don't have to press F7 furiously for.
 

GDJustin

stuck my tongue deep inside Atlus' cookies
Jun 7, 2004
15,451
8
0
San Francisco
#84
I think it has less to do with savestates, and more to do with who the target audience for most of these hacks are.

Pretty much everyone playing them is using an intimate familiarity with the source material as their starting off point. I mean, the only people checking our Return to Dinosaurland are people that have already gone through SMW and conquered Star Road and the special stages, right?

So those special stages, which are more or less the hardest challenge present in SMW, become the starting-off point for these mods, instead of the end-point, like they are in the original game.

I get where you're coming from - a lot of them are too tough for me too. But who in the world would play an emulated, fan-made Super Metroid remake that WASN'T much more challenging than the original? It would be sort-of pointless. They're for people that know the originals backwards and forwards.
 
Oct 9, 2007
11,041
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#85
Just finished Return to Dinosaur Land. Very linear overall, doesn't quite use all of the enemies and hazards, and some of the levels are kind of bland and repetitive. That said, most of the level design is excellent and fresh, with some really inspired concepts and set pieces that you won't see anywhere else in the series. It isn't often truly difficult, though some of the secret exits are tricky, and I'm pretty sure it throws more 1UPs at you than NSMB did. It's essentially an expansion pack for the original game, but that's a good thing, and I'll probably go back to it the next time I get the SMW itch.
 
May 18, 2005
31,847
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#86
GDJustin said:
I get where you're coming from - a lot of them are too tough for me too. But who in the world would play an emulated, fan-made Super Metroid remake that WASN'T much more challenging than the original? It would be sort-of pointless. They're for people that know the originals backwards and forwards.
I guess that makes sense too. For those without the knowledge and ability to differentiate their hack from the original product, harder difficulty is really the one thing they can do to make it stand out.

Nevertheless, when you CAN do other things to make it stand out, increased difficulty isn't really necessary. After all, Extra Mario Bros, Brutal Mario, Sonic Megamix are all very extensive modifications and well regarded, yet all 3 are relatively easy.
 
Jul 11, 2006
111
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0
#87
Is it me, or is the Surreal Reality Project Super Mario World mod control a bit off? It feels slower than normal SMW and the time between pressing jump and actually jumping is a bit off to me.
 
Apr 11, 2008
7,999
1
985
#88
Mario's Keytastrophe (v1.1)

This redesign takes the Super Mario World engine, and adjusts the level design away from pure platforming to tight puzzle-solving. Mario starts next to a keyhole in a short, well-paced level, and must discover and retrieve the key (and return to the keyhole) to achieve completion. The game teases you with what appear to be simple-looking puzzles which are much trickier than they appear, and challenges you to use all you have learned about Mario's moveset in Super Mario World, to solve the problems. This is not a hack in which you need lightning-reaction times. Instead you need to be patient and consider multiple solutions.

This is a superbly-designed, and thoughtful hack. Though you are controlling Mario, and everything works as it did in Mario World, in terms of objectives and pacing it feels like an entirely different game. Recommended.







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Enk said:
Don't forget to add Rockman No Constancy and Castlevania Remix to your original post Mama Robotnik! Those two deserve a look.
I agree, but I've reached the forum limits on the opening post (the forum software doesn't seem to allow me to edit more in to it!). I've claimed Post #9 in the thread, so I may reformat everyone's recommendations into a consistent style and edit them into there later today, along with more of my own. Just so they are all on page 1.

demonkid666 said:
Is it me, or is the Surreal Reality Project Super Mario World mod control a bit off? It feels slower than normal SMW and the time between pressing jump and actually jumping is a bit off to me.

I haven't noticed this. I know some hacks (ala Super Metroid Redesign) purposely adjust the original game engines' physics, but I don't think the SRP mod does that.
 

Mejilan

Running off of Custom Firmware
Jun 9, 2004
38,485
0
0
40
NJ, USA
#90
I wish I wasn't going to be out of town this weekend. All I want to do is delve deeply into most of these hacks...

I have played SMet Redesign, and can personally vouch for it. Most SMet hacks are pretty awful. This one's pretty amazing.
 
Apr 11, 2008
7,999
1
985
#91
Knuckles the Echinda in Sonic the Hedgehog

Tails in Sonic the Hedgehog


Back when Sonic and Knuckles was announced, a chunk of the publicity went into advertising its lock-on technology and backwards-compatability with previous Sonic games. This compatibility was however limited when it came to Sonic 1. Instead of playing Knuckles throughout the game, a series of randomly-generated special stages were offered. A compromise by Sonic Team, who felt the challenge of including Knuckles in Sonic 1 was too much work.

It took years for this to appear in the hacking community, a very impressive re-programming of Sonic the Hedgehog which allows you to play the entire game as Knuckles, with his moveset fully intact. This is a superb effort, a complete manifestation of a "what should have been". Later, Tails recieved the same treatement and was also translated into the game by another hack, complete moveset intact.

These hacks have offered a welcome way to play a classic in a different way that complements the original game. Perfect.











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By the way, I'm really glad that people are enjoying the thread. As long as you guys aren't getting bored, I'll keep going shall I? And though it goes without saying, some of these are really worth a play, I've gained a tremendous amount of enjoyment from them.
 
Apr 11, 2008
7,999
1
985
#92
Sonic the Hedgehog - Return to the Origin

This hack is a very straightfoward idea, executed precisely and perfectly. The game reverses the beginning and the end of each act, so the player begins at the far-right of the level and must make there way to the far left. There are many gamers who can play Sonic the Hedgehog on autopilot due to experience, but not many who can do the same in reverse.

If you enjoy Sonic the Hedgehog, this redesign will cause you to approach the game in, quite literally, a different direction. A great simple idea, fully realised.





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Jun 11, 2006
3,560
0
0
London
madebyluke.com
#93
Is it possible to get links in this thread since they aren't roms? I'm not asking for you to send me them, i'm just asking if it's ok to do that. I don't want a banning and there are so many results on google.

Download links would make the OP perfect.

Thanks to the OP for all the work he's put into this thread, I really want to try these games now.
 

Enk

makes good threads.
Mar 21, 2007
3,698
0
0
Memphis (aka Hell)
#97
Rock Man Deus Ex Machima

Need to balance out all these Mario and Sonic hacks a bit with some other games. Here is the newly released Rock Man Deus Ex Machima. It's another complete redsign of Rock Man 2 that's in the same style as Rock Man No Constancy. In fact the guy who did the music for No Constancy also helped on the music for this one as well.





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Apr 11, 2008
7,999
1
985
#98
Thanks everyone for some great contributions to this thread! Especially Enk, who has suggested some great redesigns that I haven't heard of (that I'm going to re-edit into the first page today). You are right in the need to re-balance the Mario and Sonic hacks, its just that those are the ones I am most familiar with. Thanks!

I'm going to keep updating this thread, as it has even seems to have caught some interest outside of the forum as well as in.
 
Apr 11, 2008
7,999
1
985
#99
Mario Kart R

Super Mario Kart - The Impala Battles

As a child, Super Mario Kart was a haven for multiplayer, a superbly balanced game which is quite far away from the power-up driven escapade that it is today. Through simple-but-challenging courses, and four blissful multiplayer arenas, the game made me the gamer I am today. What I would have gave to have played through it again for the first time!

Well, it turns out I don't have to give anything other than my gratitude. These two wonderful games redesign Super Mario Kart with new, appropriate courses and arenas. They are fresh, playable, and with designed in a way that encourages the same Mario-Kart gameplay.

If you are looking for a new (yet familiar) multiplayer game, I recommend you give these two unique offerings a look.









Videos

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