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Zelda A Link to the Past Master Quest
Original game : The Legend of Zelda: A Link to the Past
Platform : SNES
Author : Moulinoski
Release date : 18 February 2007
Category : Improvement
Patch version : 1.2
Modifications : L, T
Downloads : 11309
ROM Information
Legend of Zelda, The - A link to the past [U] [!]Hack description
(From Ver 1.0)Screenshots




Contributions
| Contributor | Type of contribution | Description |
|---|---|---|
| Moulinoski | Hacking |
Reviews
| Nothing new and glitched | puzzledude | 2014-02-24 | - |
This is one of those hacks, that's probably been done in a matter of hours. The game is identical to A Link to the past, with such minor changes, that they are insignificant to the gameplay: in 99 percent this involves adding spikes on the floor or spike blocks. In some rare occasions new holes were added, which are bugged, since when you fall down, you are suddenly in a room, where you shouldn't be or in a death pit of spikes. The problem could be solved easily by rather respawn the player to the entrance door of the current room. Some other changes involve updating sprites to more powerful ones and putting in new sprites, which are bugged (false gfx number actually). This can again be solved easily by changing the sprite gfx number. The author didn't realize that some sprite combinations are impossible: thus you must not put the Beamos in the same room as the Uncle. But this game does just that, making the Beamos glitched. Another problem is the glitched title screen and naming screen. It is thus impossible to input the name correctly. This is actually a result of the non-standard rom-size. This could again easily be fixed by putting the size to exactly 1,5 or 2MB using hex. In the Water temple of the dark world there is again a glitch. If you die in this dungeon, the first key-door will be locked again, but the chest with the key will be empty. This breaks the entire game and the player can not fix this in any way, but to use the Cheat for the unlimited small keys (if he knows how to do that). The same problem with the first dark world dungeon for all key-doors! This basically means you must not die in any of these two dungeons. The overworld is a 100 percent copy of Alttp. Not one tree or bush location or palette was changed, and not one gfx dot was redrawn, which makes the game even more uninteresting to play. The item locations are also identical, which goes for the small keys too. All together there are only 2 small keys under jars, which were moved (within the same room). All together this game is not worthy of its title. It only brings in a lot of new bugs, while it practically changes nothing (aside changing floor into spikes). | |||
| Very little new content | DMoogle | 2010-04-01 | - |
I was expecting redone dungeons, like in Nintendo's Ocarina of Time Master Quest. What I got was mostly the same dungeons, except with some extra obstacles here and there, 98% of which were added spikes and holes in the floor. I think some enemies do a bit more damage too. There are decent amount of graphical glitches as well. Not recommended. | |||