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Legend of Zelda - Echoes of the Past
Original game : The Legend of Zelda: A Link to the Past
Platform : SNES
Author : SkierLink
Release date : 05 June 2021
Category : Complete
Patch version : 1.1.0
Modifications : L, T, P
Downloads : 4420
ROM Information
Name: Legend of Zelda, The - A Link to the Past (USA)Hack description
Zelda's wish has had a different outcome than expected, leading to a world not so different from her original...Screenshots




Contributions
| Contributor | Type of contribution | Description |
|---|---|---|
| SkierLink | Hacking | Hacking |
Reviews
| Good ideas but poor execution in routing / telegraphing | Mylocke | 2024-02-15 | Version 1.1.0 |
Starting out this Hack was great. It has really good ideas for increasing the puzzle difficulty and I think having many Items not appear where they normally should does increase the difficulty and challenge. However some of the dungeon routes were designed so poorly I often had no idea where to go or what to do especially when getting into dark world dungeons. There were no hints or payoffs for the player to understand the reason behind the puzzles and the direction they were taking you in. The over world unfortunately suffered the same problem, where even as a veteran of the game I had no idea where to go or what to do to progress given my current state of weaponry / ability. Sometimes there was one place in one area you had to go to. Not to mention I think there is a flag set for the old man to appear in the cave to you after getting the second pendant, and since I went to death mountain early, he did not appear and did not give me the mirror. I had to use cheat codes to get it since I didn't want to restart. All in all, Good ideas but poor execution in routing / telegraphing. | |||
| Good navigational themes but poor trap and enemy structure | ChaosPrime8 | 2022-06-22 | Version 1.1.0 |
I have recently wanted to play any finished ALttP romhacks to analyze the level design and while there are several nice navigable ideas here, the biggest flaws come from how there are enemies or obstacles that need to be fixed. Some of the dungeons have key logic issues where small keys are potentially missable such as a dead end locked door in Skull Woods an, optional room in the Temple of Darkness, and exiting a room that has a locked door on the other side in the Ice Tower. in Turtle Rock there is a Somaria Platform that is bugged which can result in a collision issue, and Zols spawning in Misery Mire's entrance with pits do not react well with them. Some push blocks are required to have the player lose a heart by falling into a bottomless pit and some of the dungeons tease the player that they can explore the dungeon earlier only to run into an item gate before being able to obtain the dungeon item. Then you have obstacles where Fallmasters are placed while you need to dodge several traps in a floor tile room in Ganon's Tower, way too many shooters and Winders in some of the dungeons. The resource management is also poorly implemented. In Hyrule Castle, you are given bombs before you get the sword and if you run out, then you must restart the game because no enemies located there drop them. Despite my negativity, there are some nice puzzles and this hack could be much better if it fixes several of the issues I addressed. Overall, the problems that need to be observed and fixed:
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| Too many stumped moments | MattKimura | 2021-11-28 | Version 1.1.0 |
After giving this hack a shot, it had good first impressions and stood out as a sort of master quest of the original game. A better master quest hack than the one I played ages ago, with cleverly made puzzles. But sometimes those puzzles are too much to figure out and can leave you stumped. Nearly every dungeon has a portion where I could not figure out what to do, so much that I need to look up a youtube video. Even when I find the solution, it's usually something I wouldn't have figured out. There's also times when you need to do trial and error. In those moments, I feel bad for those playing on hardware without save states. In some cases the puzzles are just flat out not fun at all, like the ones in the hyrule castle tower with the pushable statues that you have to push around a maze and hope you can get past them, while in the dark with just a flashlight. There was also a time where I was stuck without a key for a long time in the desert palace. Turns out the key was under a pot that was in a room with tiles that fling at you. And I realized that the tiles were also removing the pots from existence. Another ridiculous moment is when there was an enemy you need to kill and it was unreachable. Turns out you had to capture a bee and unleash it. Finally, another ridiculous moment is when you had to bonk off a statue in order to push a block behind you that was over a pit. After I got to palace of darkness, I just said screw it this hack gets me stumped way too many times for what it's worth. Even the maze before palace of darkness got me stumped completely. I can't imagine how difficult the later dark world dungeons are. I wouldn't say that this hack is not worth checking out, but most would have a lot of trouble getting through it and kinda wastes your time playing this. I would only recommend this hack to ALttP pros such as speedrunners who know the game more than veteran players. | |||
| Great and Balanced Hack (Not Insanely Hard!) | nyquist_theory | 2021-05-31 | Version 1.0.2 |
This is a very well-made hack that I thoroughly enjoyed playing from start to end. Couple of high points and a few low points to mention: High Points:
Low Points:
This is my first review and I want to thank the author for a great experience overall!!! | |||
| Very fun and enjoyable | RayofJay | 2021-04-12 | Version 1.0.2 |
(some spoilers may exist below) Summary: An excellent balance and rerouting of the vanilla. Puzzles are extremely well designed, and (mostly) rely on stand vanilla mechanics. Difficulty is elevated over the vanilla in many ways, but not to the kazio extreme. Very recommended. Thank you so much to the creator! I'm sure this was a lot of work (and it shows in the results) PROS Dungeons: The dungeon puzzles are extremely well thought out and designed It's rarely obvious where exactly to go or what to do next as there are often multiple directions to progress Difficulty increases in a roughly linear fashion as you progress through the game You are often offered options (like a B/O switch or hammer mole) when you must ignore them. Health/Damage is much more of a concern, but again, not to the kaizo level. For seasoned players, this is a welcome difficulty Overworld: The flow for both light and dark worlds is well controlled by the creator based on the key item acquisition and intended play direction The feel is very vanilla, but the flow is sufficiently different to feel like a fresh take on a classic design Ancilla: Item usage is much improved upon. as other reviews state, the Cane of Somaria fulfills much more of its potential Almost every item seems to be required for one feat or another, a nice touch CONS Dungeons: I found, quite often, that i had to save and quit due to insufficient magic (real hardware, no save states). It was really quite frustrating. This is mostly due to exploring, trying things, and not knowing where to go. A bonk mechanic that is most likely unintended in the vanilla is required in 2 dungeons. In some locations, there's excessive back tracking just for the sake of backtracking, but it minimally detracts from enjoying the game Bugs: I did not record the events, but I believe I soft locked a few times A few glitches exist, most notably the swamp palace dam release water tile problem Many Sahasrahla dungeon tiles present the same old text, which, with the new dungeon flow, can be very disorienting and misleading. Very few unintended starts exist, but there is a tiny rail one can bounce off of in TOH that bypass a small amount of time spent walking KEY DOORS - many key doors will reappear after a save and quit to be locked again, without a way to get another key. The only solution seems to be to edit the memory in an emulator, save, then port back to console. I also did not find (or need) the red mail. | |||
| The best ALTTP hack so far! | Lunaria | 2021-03-14 | Version 1.0.2 |
This hack was generally a good time from start to finish with interesting new "Master Quest" style dungeon changes. The new dungeon items are also neat and I'm glad to see the Cane of Somaria getting more use throughout the game, it's shockingly underused in vanilla. Anyone who has beaten ALttP a few times and is familiar with most of the mechanics in it should have a pretty good time with this hack, so I think I could recommend it to mostly anyone (assuming they qualify to that statement). That's not small feat considering how much chaff there is when it comes to ALttP hacks, that's not an insult, but rather just a sad observation of the landscape. Making ALttP hacks is hard, the engine don't bend easily to doing anything differently, even this hack has some bugs associated with that. So for a hack to come out with plenty of modifications but *also* include well designed dungeons? Quite impressive. So yes, if you've been, just like me, waiting for a ALttP hack worth playing that won't drive you nutz with absurd design or absurd difficulty (like say Parallel Worlds), then this is the one to go for. High points of my run:
(I didn't really use it outside of required stuff and Ganon) As for complaints, criticisms, or glitches:
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| Pretty Balanced Hack | Blazing | 2021-02-08 | Version 1.0.2 |
First off, big shoutout to SkierLink for making the hack and getting the update out ASAP after the unfortunate softlock that was found. This is possibly the most balanced hack I've played for LTTP. Since the overworlds are kept mostly vanilla, it respects the players knowledge of the vanilla game, but just has that extra difficulty and tricks. Some of the tricks I was not aware of and took a while to figure out. Definitely no glitches required. Can't wait for more hacks from this guy. | |||