Useful ROM Hacks for Retro Games - Restorations, Fan Translations, Colorizations / MY LIFE IN GAMING

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Great episode and they hit on just about every improvement hack I could think of. I do kind of wish Metroid mOTHER was brought up besides just the Metroid + Saving hack, I understand it goes a bit beyond the scope of the video.

Nice timing when I just finished Super Mario Land 1 and 2 DX.

šŸ‘ļøŽ︎ 28 šŸ‘¤ļøŽ︎ u/mirrornoir šŸ“…ļøŽ︎ Jul 08 2019 šŸ—«︎ replies

Hope they cover the Sonic 3D Blast Director's Cut being developed by one of the original devs in a future video. Btw this guy's channel is generally pretty great if you're into the technical details of old school development. https://www.youtube.com/playlist?list=PLi29TNPrdbwKbLF55py8J7DH_D3AigOCX

šŸ‘ļøŽ︎ 21 šŸ‘¤ļøŽ︎ u/pixelSHREDDER šŸ“…ļøŽ︎ Jul 08 2019 šŸ—«︎ replies

The only hack that I was surprised wasnā€™t on there was the Castlevania 2 re-translation super hack. It re-translates Simonā€™s Quest so it makes sense, adds a map, re-adds everything removed from the Japanese version, adds a save function and lets you recreate the rom to work on a variety of NEW cart hardware/mappers.

https://bisqwit.iki.fi/cv2fin/

šŸ‘ļøŽ︎ 8 šŸ‘¤ļøŽ︎ u/Djarum šŸ“…ļøŽ︎ Jul 09 2019 šŸ—«︎ replies

This channel is a feast to the eyes and ears. Is pure retro fire.

šŸ‘ļøŽ︎ 18 šŸ‘¤ļøŽ︎ u/capsilver šŸ“…ļøŽ︎ Jul 08 2019 šŸ—«︎ replies

It's like nobody knows that you can use L in Earthbound as a talk, check, etc. button...

šŸ‘ļøŽ︎ 7 šŸ‘¤ļøŽ︎ u/samus12345 šŸ“…ļøŽ︎ Jul 08 2019 šŸ—«︎ replies

Would have been cool to have some fighting game coverage in the video. Quite a few modifications are made to allow better training scenarios or just additional QoL features. For example, the Smash Bros. Series have 19xx and 20xx for Smash 64 and Melee respectively.

Good video regardless tho šŸ‘Œ

šŸ‘ļøŽ︎ 7 šŸ‘¤ļøŽ︎ u/ZantetsuSSB šŸ“…ļøŽ︎ Jul 08 2019 šŸ—«︎ replies

They mentioned a follow up episode in some comments. I'm really hoping they touch on the arcade update that was made for MK2 (I think MK2+) and some of the UMK3 stuff being done now. There is UMK3 Tournament Edition (I think that's the name), but I think 1.3 that's being made now is much more exciting. What's crazy about these is that they can be flashed onto a ROM chip and used on actual arcade hardware! I suppose arcade hacks aren't necessarily new (SF2 Rainbow Edition comes to mind), but I don't think too many have been done to the extent of what's being done above. I'd really like to see what Ed Boone thinks of them.

There's also the MSU1 hacks which are really cool. I think those can be played on original hardware too with a SD2SNES.

It's kind of unfortunate, but there's so many good hacks out there and it's so hard to cover all of them.

šŸ‘ļøŽ︎ 6 šŸ‘¤ļøŽ︎ u/EtherBoo šŸ“…ļøŽ︎ Jul 09 2019 šŸ—«︎ replies

I'd give some huge shout outs to all what DeJap Translations did to the SNES JRPG community.

šŸ‘ļøŽ︎ 7 šŸ‘¤ļøŽ︎ u/renrutal šŸ“…ļøŽ︎ Jul 08 2019 šŸ—«︎ replies

Kinda shocked Mother 3 isn't there

šŸ‘ļøŽ︎ 9 šŸ‘¤ļøŽ︎ u/_Zev šŸ“…ļøŽ︎ Jul 08 2019 šŸ—«︎ replies
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Over the past few years weā€™ve seen some truly impressive creations come out of the ROM hacking scene. Whether you wish to force feed Sonic the Hedgehog onion rings til he can no longer moveā€¦ experience Mega Man 2 through the eyes of the Angry Video Game Nerd... or simply remix a game that youā€™ve played a million times, there's surely more hacks out there than any sane person has time for. To tell you the truth, I really donā€™t have much interest in those types of hacks. Sure, theyā€™re novel but in most cases I get really bored very quickly. On the flipside, Iā€™ve found myself more invested in hacks that have a more utilitarian purpose. Yā€™know, hacks that incorporate updated features or optimize certain aspects to make a game more playable or in some cases, more tolerable. Oftentimes, these sorts of hacks are pushed to the wayside because they arenā€™t exactly flashy, controversial, or ridiculous. So, I thought it would be fun to shine a light on some of the more useful hacks that Iā€™ve discovered, and I think are well worth checking out. [ MUSIC: ā€œPrincipleā€ by Matt McCheskey ] [ Music: The Granstream Saga ] Game hacks are hugely popular these days. Sites like ROMHACKING.NET add content daily...but not all of it is what Iā€™d consider ā€œgood.ā€ In my quest to find hacks that skew closer to a gameā€™s original vision, Iā€™m sure that Iā€™ll miss plenty of really good original efforts, but hopefully Iā€™ll be able to show you something that interests you. For all intents and purposes, the cartridge hacks featured in this episode should be playable on original hardware using a flash cart like an EverDrive, or via jailbroken firmware on the Analogue FPGA consoles. Cartridge based game hacks are designed to be applied to ROMs using an IPS patcher such as Lunar IPS. CD-based consoles will need to be modified so that they can play burned backup discs, or with an optical drive emulator. Games on disc media are much bigger and more complex, so theyā€™re usually more difficult to deal with and use a variety of different patchers, with the main one Iā€™ve seen being XDelta. Iā€™m not going to be getting into the nitty-gritty of applying these patches here, so if you see something here that interests you, you might have to put in some additional legwork of your own to get them up and running. Granted, you might be able to find pre-hacked versions if you donā€™t want to get into that stuff, but it's up to you to find ā€˜em. When a game makes the jump from one region to another, many times there's a laundry list of changes that come with it. But, one of the coolest things about a ROM hack is that weā€™re able to compile those changes, take notes, and build a perceived ā€œbestā€ version of a game. From graphics, to sound, to difficulty and beyond. This was especially true when it came to Nintendo games, who were famous for removing imagery that they perceived as controversial in the west. Some of the more obvious examples of this are the Castlevania games, where crosses and other religious iconography were tweaked or omitted completely. These kinds of restoration hacks are pretty common on the NES, where many hacks to exist to solely put these minor tweaks back in. Gargoyle's Quest II had a number of demonic references removed. But thatā€™s not to say that Nintendo was the only one to dole out this type of censorship. In Streets of Rage 2 on the Genesis, there were a few extremely minor graphical changes made to various animations and other details. Despite being barely noticeable, these alterations were reinstated in a Decensored Restoration. [ Game Audio ] COLOR RESTORATIONS are kind of an expansion on this overall idea. These hacks are all about tweaking a gameā€™s color usage to match closer to the source material. Many times this is completely inconsequential, but people might prefer them nonetheless. Ghostbusters on the Genesis has a hack that does nothing more than make the uniform colors tan instead of white in an effort to make it look closer to the source material. Revenge of Shinobiā€™s restoration is equally insignificant, making the Spider-man and Batman bosses the color of their comic book counterparts. Castlevania: Harmony of Dissonance on the Game Boy Advance has a hack that gets rid of the blue glow around Juste Belmont. This originally served the purpose to make it easier to track him on a system without a lit screen, but it looks so much better without it. Many of the best Color Restorations have been done by a hacker named Gabriel Pyron, who has produced a number of very cool color hacks for the Genesis and Sega CD. One of my favorites is the Golden Axe Color Restoration has a less contrasty, more faded to look to it... Although it unfortunately doesnā€™t make Gilius Thunderheadā€™s axe gold like in the arcade game. Of course, this is just a mere sampling of Pyronā€™s work. A number of other standouts like Final Fight CD which has skin, clothing and background colors altered to look more natural and accurate to the coin-op original. While weā€™re on the subject of graphical tweaks, PlayStation fans who have the ability to play backups of their games should check out the De-Dither patcher for games on the system. Dithering is the use of alternating patterns, such as lines or checkerboards, in an attempt to simulate more colors than a game or console is capable of displaying at one time, and it is especially common on early 3D consoles. The method for hacking out the dithering in PlayStation games was discovered by Chris Covell, and Shmups.com forum user Cr4zyManz0r created an extremely easy to use patcher for it - all you have to do is drop a PS1 disc image file into the .bat file and itā€™ll generate a patched version! [ Music: Strider 2 ] Probably the biggest jump in quality comes from Castlevania Chronicles, which is a port of the X68000 reimagining of the first game. Normally, the PlayStation 1 absolutely butchers the artwork of the game by applying heavy dithering across EVERYTHING. Removing the dithering makes a world of difference and almost makes it feel like a brand new game. Strider 2 selectively adds dithering from area to area. It's out of control on the iceberg base section, especially in the background. Some games already have dithering baked into the graphics, which can give the impression of a game looking virtually unchanged after being patched. However, the trade-off for removing dither is that the PlayStation will render shading as strong bands of color instead. As such, de-dithering is at its best when used on games that make heavy use of 2D elements. Final Fantasy Tacticsā€™ use of dithering is fine for the 3D elements, but the checkerboard pattern across all of the characters is pretty ugly. Removing the dithering here fixes that, and the 3D elements donā€™t suffer at all. So, your mileage may vary from game to game. Youā€™ll just have to try the patch and choose dithering or no dithering to see what you prefer. If you are curious to learn more about dithering and how it's used on the PlayStation 1, Displaced Gamers on YouTube has an excellent video on the subject that is well worth checking out. [ Music: Ys ] Fixing up or restoring audio is a whole other subgenre of ROM hack that doesnā€™t get a lot of appreciation, perhaps because it can be difficult to show the difference. Youā€™ve really gotta have an idea of what was wrong with the sound in the first place. Although we didnā€™t get the FM Sound add-on module for the Master System here in North America, many games had the coding still on the cart if you have the hardware to be able to take advantage of it, such as a Power Base Mini FM or a mod. There are a couple of notable instances where the code for the FM audio was removed - Phantasy Star and Yā€™sā€¦ I mean Ys: The Vanished Omens. Iā€™ve talked at length about the former, but the FM sound restoration for Ys brings that soundtrack back into the fold. While I donā€™t always love FM music renditions on the Master System, this is one of the few where Iā€™d prefer to play with it on. [ Game Audio ] There were a number of musical alterations in Zanac on the NES when it was brought to the US. The general consensus seems to be that the Japanese Famicom version is slightly better. A music restoration hack puts the Famicom music into the US version of the game. Back in 2014, a ROM hacker named Rainwarrior noticed some issues with the overworld and ending music in StarTropics on the NES. Certain notes were glitched, throwing off the timing of different layers of the mix. Through a simple hack, weā€™re now able to hear the music as it was originally composed. Music restoration hacks are especially prevalent on the Game Boy Advance, where ports of SNES games suffered badly. Since the Game Boy Advance doesnā€™t have dedicated sound hardware, these restorations still have that signature fuzzy GBA sound and donā€™t quite sound perfectly accurate to the originals, but Iā€™d say that it's still a nice improvement. I felt as though Breath of Fireā€™s sound restoration was much nicer sounding than the original GBA music. [ Game Audio ] Breath of Fire 2 and several of the Final Fantasy ports received similar treatment, but itā€™s hard to say if they truly sound better or not. [ Game Audio ] An UnDub is a practice of reinstating the original Japanese voiceover into a game when the English dub just isnā€™t cutting it. While I felt that it was more of an endearing quality and fit the atmosphere of the game, a lot of people absolutely despise the English dub in Grandia on the PlayStation 1. The Undub is for those people in particular, which restores the original Japanese voices - both in and out of battle. [ Game Audio ] Try has spent a lot of time singing the praises of Ninja Ryukenden 3 on the Famicom - better known as Ninja Gaiden 3 - The Ancient Ship of Doom here in North America. As we know, the US version famously upped the difficulty, not only by adding more enemies and making Ryuā€™s defenses paper thin , but also removing the infinite continue system that was a mainstay of the series, as well as the Japanese versionā€™s new password feature. It's speculated that changes such as this were implemented in an effort to combat the video game rental market. But it could also turn a great game into an exercise in frustration. [ Game Audio ] The Ninja Gaiden 3 Restored hack revives the deleted passwords and continue system, and ups Ryuā€™s defense to align with the Japanese version, all while keeping the enemy placement of the US version. So while it's not a complete restoration of the Japanese versionā€™s material, it's better to view it as more of an ultimate version of the American release. Contra Hard Corps on the Genesis was another game that saw a steep difficulty increase in localization. While the US version might be the toughest game in the series outside of Shattered Soldier, the Japanese version is a bit more lenient. Instead of the series staple of one-hit deaths, the Mega Drive version gives you 3 hit points per life, allowing some wiggle room before you lose your equipped weapon. The Hit Point Restoration hack imports this system into the North American version of the game. Thankfully, this doesnā€™t break the game, it just evens the odds for those struggling with the difficulty. [ Game Audio ] While not as severe, even Contra 3 on the Super NES had some difficulty modifiers incorporated into the US version to make it tougherā€¦ although nothing was quite as extreme as Hard Corps. The Contra 3 Restoration not only gives you back the unlimited continues of the Japanese version, but also the cheat codes - one of which allows for 30 lives. When returning to older generations, youā€™ll often hear people say that a game ā€œhasnā€™t aged wellā€ without taking into account the time period it was made in, and the limitations that came with it. While I generally donā€™t have a problem adjusting to some of the more antiquated features of older games, thereā€™s definitely times when Iā€™ve found myself wishing for certain minor quality of life improvements or optimizations. Alex Kidd in Miracle World mapped the jump and attack buttons opposite of what we're accustomed to. The reverse controls hack does nothing more than assign the buttons as they should be, making it feel more natural. The action-platforming of the early Castlevania games certainly taught some valuable lessons to those who grew up with themā€¦ the first and foremost of which was committing to your jumpā€¦ because there was no turning back. Well, that isā€¦ until now. The Improved Controls hack for Castlevania 1 and 3 give you the freedom to angle or turn back mid-jump, and to have a tiny bit of control after taking a hit. [ Game Audio ] This might betray some of the core challenges of these early games, but some might find them infinitely more playable now. EarthBound has a rudimentary hack that assigns menial tasks to buttons so you donā€™t have to click through several layers of your menu. Now, if you want to talk to someone, you just walk up to them and press A! One of my favorite Quality of Life hacks is the integration of a save system, so that you can resume your progress later on. I realize that something like this may seem silly for people who use emulators armed with save states, but for people like myself who prefer to play on real hardware whenever possible, I think it's pretty great. Call me weak or whatever, but Iā€™ve always thought Super Mario 3 was too long if you didnā€™t use warp whistles, so a save feature is something that I welcome openly. The Battery hack will save your game after each level, letting you resume whenever you feel like it. There is no real interface for the game saves, it just works in the background. If you want to start from the beginning, just select ERASE at the title screen. The Master System has a number of great games that benefit from the addition of a Save hack. Spellcaster, an action game with some graphical adventure segments is fairly lengthy and has a 24 character password that was especially tough to, uh, REMEVER, when you had to write it down. A save hack lets you load from the last time you called down a password from the heavens. Compileā€™s Golvellius has a password style save system consisting of THIRTY TWO characters you have to input. This Save hack automatically generates a save every time you visit Winkle, who is placed around the map in various caves. Finally, for the Wonder Boy 3 fans out there, the Master System version has a SRAM hack that allows you to continue from the last time you stopped in to see the eye patch pig. [ Game Audio ] [ Music: Metroid ] Although influential, the original Metroid doesnā€™t exactly sit high on my replay list. Sure, it's pretty cool to see the beginnings of the series, but the quality of life additions to the sequels made them infinitely more replayable. If only we could take the luxuries of Metroid 2 and Super Metroid and retrofit them for the first game. [ Music: Metroid ] The Metroid Plus Saving hack gives you the ability to save your game instead of writing down a massive password each time you were ready to call it a day. At the bare minimum, this sounds enticing... but the way these save files are presented feels incredibly natural and authentic. Whenever you die, youā€™ll be given the option to save your game which is nice...but remember that youā€™ll always be revived with just 30 health and completely drained energy tanks, same as the original. However, you preserve your current energy levels by saving manually. To do so, pause your game and press up and A on a second controller. I just wish there was a slightly different implementation, because this isnā€™t exactly convenient. An equally, if not more important addition to this hack is the mini map that appears when you press start. Iā€™ve always felt that the original Metroid is much harder to find your way through because of how rooms tend to repeat and how vertical shafts go on forever. This does a lot to alleviate getting lost and setting a destination, but donā€™t expect a Super Metroid level of integration. Youā€™re given the entire map of Planet Zebes right off the bat, it's pretty small on screen meaning youā€™ll have to do a lot of scrolling if you want to plan out specific route to explore. To top it off, it's not filled in or colored differently to show where youā€™ve been already, which might limit it's overall usefulness. That's not to say that all of these hacks have to have some grand mission statement. Sometimes it's tiny additions and tweaks that make for a more interesting experience, which might be a good way to replay some old favorites. For instance, myself and a handful of Altered Beast fans out there might think it's fun to play the Genesis version with the arcade voices hacked in. [ Game Audio ] Maybe you just want Lightening Force to be called by it's real name, Thunder Force IV? [ Game Audio ] Chris Covellā€™s work in progress conversion of the TG-16 version of R-Type to the more powerful SuperGrafx hardware is pretty cool to see. It gets rid of the slowdown, sprite flicker and increases the vertical resolution. Although it currently only works up until level 4, Iā€™m excited to see this get completed one day. [ Music: Mega Man VII ] Letā€™s face it: no discussion about ROM hacking would be complete without Fan Translations. When the community surrounding a game comes together, great things happen and many of these localizations are proof of that. Although it received a full English release, the Mega Man 7ā€™s Restoration has a completely new fan translation while also reincorporating minor content cut from the US release, such as post-boss conversations with Auto or Roll. Although the translation isnā€™t exactly wonderful with several grammar mistakes, Mega Man fans will undoubtedly will see a lot of value here. To a much greater extent, Dynamite Headdy had its story elements almost completely gutted and a bunch of specific graphical and difficulty elements adjusted. A Delocalization corrects this, and has all of the story elements fully translated to English. In the Japanese version you also start you with two continues - a welcome reprieve in this deceptively difficult game. [ Game Audio ] Assault Suit Valken, or as we know of it in the USA, Cybernator, has a complete fan retranslation which restores all kinds of stuff, such as character portraits and missing story elements. Do-Re-Mi Fantasy was one of the great SNES platformers that never released in the west. When it was released on the Wii Virtual Console, it was kind of a big deal. But as was typical of most Imports on the VC, it was left completely untranslated - which might make the gameā€™s progression confusing for newcomers who may not know they need to collect certain items in every level. A fan translation for a game like this is almost a given, considering the minimal amount of text here. [ Game Audio ] And then theres the RPGs. The RPG fan community has worked tirelessly since the early days of ROM hacking. Chances are, if a game is pretty decentā€¦ thereā€™s gonna be a Fan Translation for it. [ Music: Trials of Mana ] Although it's probably obvious, the Super Nintendo has the greatest wealth of fan translated projects - mainly due to the output of quality titles by Enix and Squaresoft in particular. My first experiences with Final Fantasy 5 and Seiken Densetsu 3 came from these sorts of projects and while these both - finally - have official translations, there are an absolute ton of great games that still have never been localizedā€¦ Chief among these are Bahamut Lagoon and Treasure of the Rudras. Both are late gen Super Famicom releases that we somehow missed out on, with Square choosing to localize Capcomā€™s Breath of Fire instead. Speaking of which, the Breath of Fire II Re-Translation project is a must for anyone that suffered through one of the worst official translations that I can think of it. In fact this is much more than just a ā€œRe-Translation,ā€ it adds all kinds of new AV elements like an all new opening. Although, I do wish you could turn off the status screen background thoughā€¦ [ Music: Ys V ] Ys fans should check out the Aeon Genesisā€™s translation of Ys V: Kefin, Lost Kingdom of Sand. This Super Famicom exclusive entry is the only year of Adolā€™s journeys to still have no western release of any kind, which sorta makes a must play despite not being all that well regarded in the series as a whole. On the PC-Engine Super CD ROM, Ys IV: Dawn of Ys received an absolutely incredible fan translation that went as far as getting voice actors to dub the cutscenes! [ Game Audio ] Although Ys: Memories of Celceta may have rendered the story in this release obsolete, the effort here shouldnā€™t be ignored. It's still well worth checking out for fans who enjoy the bump style gameplay of Ys 1 and 2. Even the Saturn has been getting in on the fan translation action lately. Although we were lucky to get Shining Force III as the Saturn was on its deathbed, the sad fact is that it's a woefully incomplete story. In Japan, there were two scenarios that followed up on and fleshed out the story and world. Both of these have since then been fully translated to English! The newest Saturn fan translation release is Linkle Liver Story, an action RPG that was Nextechā€™s follow up to their 16-bit Zelda-like Crusader of Centy. Unfortunately, there just doesnā€™t seem to be nearly as many translations for CD based games in general. On the PlayStation 1, the best effort that Iā€™ve come across is Phantasian Productionsā€™ translation of the Tales of Phantasia remake. This is generally considered the definitive version of the game, with more content, animated cutscenes, and more. There are a decent number of Japanese games that were fully localized to English and released in PAL territories, but not in North America. Thankfully, many of these official translations have been patched for 60hz playback on NTSC consoles. [ Music: Terranigma ] Of these the one that Iā€™d most recommend playing is Terranigma, which along with Soul Blazer and Illusion of Gaia, make up Quintetā€™s legendary Gaia trilogy. What a travesty it was that this game was never brought to North America, but at least it was fully translated to English for a PAL release. This is, without a doubt, one of the top 5 Super NES games that we missed out on. The other big one is Treasureā€™s boss rush run and gun, Alien Soldier - long considered one of the most impressive games on the Mega Drive, with huge sprites and tons of action on screen. In the US, Alien Soldier was only released on the Sega Channel service originally, but has made appearances in various collections since. But if you wanted to play on original hardware, you can instead play a 60hz patched version of the PAL release. [ Game Audio ] Sometimes something a bit more extreme is warranted. Some hacks go all the way, combining different facets of Restorations, Delocalizations, and Quality of Life hacks to give a game a more thorough makeover. Now, Iā€™m an unabashed fan of Working Designs - the game publisher responsible for localizing a number of relatively obscure Japanese titles for systems like the Turbo Grafx, Sega CD, and Sega Saturn. But for all of the interesting things they did before shutting down in 2005, their translations and their tweaking of various aspects of the games they published isā€¦ well, pretty divisive to put it lightly. [ Game Audio ] From 90s pop culture humor to upping the difficulty in extreme ways... thereā€™s a large contingent of people that absolutely loathe what they did to certain games. Enter the Un-Worked Designs. [Music: Lunar 2: Eternal Blue ] These hacks were created by ROMhacking.net forum user Supper, which undoes most of the changes by Working Designs, and reverts them back to their Japanese counterpartsā€¦ except for their signature translations. These restoration hacks are available for a range of their releases, from the Turbografx-16 CD to the PlayStation 1. Each game specific download includes the necessary pieces to patch a disc image either automatically or manually However, Iā€™ll be honest here. It took a lot of trial and error to get MOST of these to work right. Depending on how your disc image is ripped, things might not go smoothly. Some games were more heavily altered by Working Designs than you mightā€™ve realized. The most heavily affected were both Lunar: The Silver Star and its sequel Lunar: Eternal Blue. While the first game increased the stats of some bosses, the second game buffs all enemies across the board significantly and makes the game pretty challenging. Returning these factors to normal makes things a lot more fun, but not too easy. But, the biggest change is one that I think everyone who has ever played the Sega CD version of Lunar 2 can agree on being awful and thatā€™s the use of having to spend magic points to save your game. Why this decision was made is beyond me, and combined with the increased difficulty, makes the game exceptionally grueling in the early parts. The Un-Worked Designs patch reverts these tweaks. But not all changes to these games were underneath the hood. Youā€™ve probably noticed the use of upper and lowercase letters in the patched version, which is much more aesthetically pleasing than the all caps screaming of the originals. In addition, some previously censored content has been restored. But I must say that there is one particular disappointment for me with this version of Lunar 2 - the removal of the Star Dragon Tower music, which in my opinion remains one of the best final dungeon themes of all time. [ Game Audio ] But Iā€™ll gladly take the loss of this track as a trade off for the save and difficulty restoration. [ Music: Popful Mail ] Working Designā€™s other Sega CD games, Vay and Popful Mail, donā€™t have quite as elaborate ā€œUnWorkingsā€ but are nonetheless worth checking out. Both games have restored enemy and character stats in addition to bringing item costs back in line with their Japanese counterparts. Popful Mail in particular becomes much easier as a result, which might not be to everyoneā€™s liking, but I think it's a bit more fun and breezy this way. Cosmic Fantasy 2, Exile, and Exile Wicked Phenomenon on the Turbografx-16 CD has some censored content restored, and enemy health brought back to match their Japanese versions. However, this is where I ran into the biggest snag... I couldnā€™t apply the patches to my disc images no matter what I tried. Hey, at least it doesnā€™t seem like we missed out on too much with these. Even some of the 32-bit releases were given the UnWorked Designs treatment. Magic Knight Rayearth on the Saturn has enemy stats and speed restored. Both Lunar Complete games also have many changes compared to their Japanese releases, but much less work was needed to restore them compared to the Sega CD games. Most of it comes down to stats and money tweaks. As of the time of this video, thereā€™s been very little progress on the project in the past two years, so itā€™s hard to say whether or not these will ever be finished completely. Perhaps someone can pick up and carry the torch, because Iā€™m sure thereā€™s a decent number of people who would like to see the PS1 version of Silhouette Mirage get Un-Worked! When the Game Boy Color released in 1998, one of the most exciting early releases was The Legend of Zelda: Linkā€™s Awakening DX, an enhanced version of the black and white Game Boy classic, now featuring excellent use of color. While Nintendo would go on to colorize a handful other Game Boy games with GBC-specific features, it never really became a major trend. This is one area where the ROM hacking community has been able to step in to give us what Nintendo never did. [ Game Audio ] A popular more recent Game Boy color update is the Super Mario Land DX patch by toruzz. This is much more than a basic colorization, with many of the sprites and backgrounds having been updated to mesh better with a fully colored world. Extra flourishes like gradients use the Game Boy Color hardware in a way that makes Super Mario Land look almost a step beyond what youā€™d expect from an 8-bit game. However, the most notable drawback is that this very ambitious coat of new paint does seem to strain the hardware a bit, and scrolling is oftentimes not as smooth as the original version. Some might not notice this choppiness, but it is also present in toruzzā€™s popular Super Mario Land 2 DX patch, which was actually released first. [ Game Audio ] Super Ghoulsā€™n Ghosts on the SNES was a flawed but decent follow up to Ghoulsā€™n Ghosts. The biggest problem by far was the extreme slowdown which cropped up at even the slightest bit of stress on the system. For many people, this did irreparable damage to the series name and reputation. It was discovered years later that it actually stemmed from a programming error buried deep within the code. Decades after it's release, the Super Ghoulsā€™n Ghosts Restoration hack patches the bit of errant code that causes the slowdown, while also bringing back the censored demonic names and religious imagery. The difference can be felt from early in the first stage, making this pretty much the ultimate version of the game and may do a lot to repair your views on the game. [ Game Audio ] I still think Ghouls ā€™n Ghosts on the Genesis is way better though. Anyway, does this mean that the slowdown in a lot of the early Super NES games were due to a programming error? Noooo, no no. Letā€™s not kid ourselves - slowdown on the system was a very real problemā€¦ but one Brazillian ROM hacker is going to great extents to fix this in some of the early Super NES games. [ Music: Gradius 3 ] One of the most interesting projects to get a lot of attention this past year is Vitor Vilelaā€™s Gradius III SA1 hack which applies Nintendoā€™s enhancement chip that was used in games like Kirby Super Star and Super Mario RPG to offload the heavy lifting from the SNESā€™s CPU. The results are incredibly impressive. Even the slightest hint of slowdown is gone, even when the screen fills up with bubbles on level 2. Since the slowdown gives you more reaction time, chances are that this version of the game is going to be significantly more difficult for most players. Diehard fans though, theyā€™re gonna eat this up and have probably already been playing it since it's release. A much less talked about SA1 conversion that Vitor has been working on is for Super Mario World. [ Game Audio ] Youā€™re probably thinking, ā€œWhat? Why?ā€ and yeah, improvements arenā€™t nearly as apparent here, but when you really start looking for slowdown in Mario World, you might be surprised how often you find it. I never noticed it...and Iā€™m not sure Iā€™ll eve able to UN-see it now. I also never knew that the circle out at the end of a level was slowing down. Whether you think it's worthwhile or pointless, the work that Vitor Vilela is doing is paving the way for even more SA1 hacks, and I canā€™t wait to see whatā€™s next! The world of video game hacks is super expansive, thereā€™s so many of them out there. Although it seems like the stupid or bad hacks get all the spotlight these days, there's still a ton of people out there working on more... subtle hacks like the ones Iā€™ve shown here that improve upon or fix certain aspects of some of our favorite games. How cool is that these features are even possible? And that theyā€™re playable on real hardware to boot? I want you to know that the people that play and enjoy these hacks truly appreciate the work that youā€™re doing, and that it's not going unnoticed.
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Channel: My Life in Gaming
Views: 299,434
Rating: 4.898931 out of 5
Keywords: RGB, Masterclass, retro, gaming, videogame, comparison, vs., nintendo, sega, sony, microsoft, console, hack, genesis, Component, SCART, Composite, S-Video, resolution, 240p, 480i, 480p, 720p, 1080p, CRT, PVM, BVM, Mod, HDTV, SDTV, TV, 4K, Framemeister, XRGB-mini, OSSC, rom hacks, mario rom hacks, fan translations, fan hacks, ROM, user content, super mario land hack, working designs, lunar, uncensored, game restoration, japanese video games, SA1 Gradius 3, super mario land dx, rom hack, ROMs
Id: SFN972KabBQ
Channel Id: undefined
Length: 34min 37sec (2077 seconds)
Published: Sun Jul 07 2019
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