Zelda3 Parallel Remodel
Hack of The Legend of Zelda: A Link to the Past
Zelda3 Parallel Remodel
|Released By||Euclid, PuzzleDude, SePH|
|Patching Information||No-Header (SNES)|
|Genre||Role Playing > Action RPG|
|Hack Release Date||28 July 2012|
|Last Modified||03 October 2018|
Parallel Remodel is a remodeled version of the famous Zelda3 hack Parallel Worlds, that we all know as an extremely difficult game. Parallel Worlds is altogether a great technological marvel, with new gfx, various asm patches, completely new overworld and dungeons etc. It has the potential of being even better than Alttp, but the gameplay is somewhat too radical. The backtracking was (in not so rare occasions) escalated to the extreme, the same goes for the health of some enemies. Some intellectual problems in the dark world dungeons are algorithm marvels: sure this is a good thing for math (Euclid really fits his nickname), but this is not a good thing for the player, who can easily give up.
Thus the idea of a remodel was born and was approved by SePH. Parallel Remodel therefore brings the difficulty to normal: backtracking was reduced almost to zero, algorithm problems were replaced, various semi bosses were reduced, special stunts like bomb jumping etc were removed, dark rooms are now lit etc.
Parallel Remodel is a game that’s fair to the player and doesn’t want to force any super tricks, stunts or logic to finish the game, while still having a decent difficulty. It makes Parallel Worlds enjoyable. You don’t have to use save states or cheats to finish the game. You don’t have to be a veteran or a super player either. You will not be frustrated while playing.
Parallel Remodel recreates Parallel Worlds according to the 6 years of revisions from players all over the globe. It is suitable for beginners and veterans, for those who have failed at Parallel Worlds and for those who have finished it, since this game is a lot more than just a plain reduction of sprites.
ROM / ISO Information:
- Legend of Zelda, The - A link to the past [U] [!]
- CRC32: 777AAC2F
- MD5: 608C22B8FF930C62DC2DE54BCD6EBA72
- SHA-1: 6D4F10A8B10E10DBE624CB23CF03B88BB8252973
- SHA-256: 66871D66BE19AD2C34C927D6B14CD8EB6FC3181965B6E517CB361F7316009CFB
|Contributor||Type of contribution||Listed credit|
|Euclid||Original Hacking||Initial supervisor, initial dungeon design, ASM|
|SePH||Original Hacking||Overworld design, GFX editing|
|PuzzleDude||Hacking||Remodel supervisor, beta testing|
User Review Information
Gorgeous but incredibly frustratingReviewed By: SenseiKiwi on 05 May 2016
Firstly, the designs of both worlds were amazing. They were beautiful and exploring them was very enjoyable. I was often surprised by the number of secrets I could find even toward the end of the game. The mechanic of being trapped in the desolate Parallel World was unexpected and refreshing. I found myself eager to get the next clue for the Parallel Tower. I only wish they had actually mattered. The ending was a nice touch.
Unfortunately, this hack was tainted by inconsistent difficulty, weird dungeons, and rage-inducing unfairness. An example of the unfairness would be having indestructible enemies attacking you as you try to lift a large rock that’s blocking the way forward. You can’t stop them from attacking and you also have no way to progress without removing the rock, but their attacks stop the lifting animation from finishing. This is simply not fun and outside of the player’s control.
The game was initially tough but acceptable. It quickly became absurd after leaving the Guardhouse. Enemies dealt too much damage. I had to start using savestates in Farore’s Isle because a switch blocking the boss room makes it so you essentially have to redo the entire dungeon if you die at any point (including the boss). It really struck me as incredibly tedious. Hyrule Castle was also frustrating. A source of difficulty there and in later dungeons was the sheer number of Medusas - the indestructible turrets that shoot fireballs periodically. The worst was when they were placed by pits, rocks, or in boss battles.
My playthrough almost ended at Nabooru’s Hole. This dungeon required taking lots of damage intentionally to reach the end. I could never survive despite having the Blue Mail and 2 Red Potions in reserve. I later discovered that you’re expected to have the Cane of Byrna by that point to protect you from some of the damage. The problem is that it’s hidden and you can progress through the game without getting it. You can’t go back for it once you enter the Parallel World.
I was extremely disappointed by this game breaker. PuzzleDude has acknowledged this problem in some posts but technical limitations prevent him from fixing it. The only reason I don’t strongly recommend against playing this hack is because this is avoidable or can be solved by cheating briefly.
The difficulty slowly went down after that. I was able to go without savestates in the later Parallel World dungeons. There were plenty of heart pieces available and the Blue and Red Mails made enemies less threatening. The Parallel Tower was long but sadly anticlimactic for the game’s last dungeon.
Contrasting the excellent overworld were most of the dungeons. Strange and pointless rooms were all too common. Several dungeons relied on tedious mazes with few enemies. Except the ridiculously overused Beamos. Others had similar rooms of enemies over and over in long chains. It would be much better if we had access to dungeon maps. It was also annoying that many rooms looked like they had puzzles but were really just a bunch of blocks with no actual purpose. The designs were bad at communicating which rooms mattered and which were just filler. It’s not clear whether the rooms were always like that or were mangled while making them easier. They definitely made me better appreciate the dungeons from the original A Link to the Past.
On the other hand, a few dungeons had solid designs. Mainly Rauru’s Ruins and Ruto’s Fortress (with some nice puzzles).
Lastly, the biggest challenge is knowing where to go next. I loved searching for characters to get hints. The beginning of the game does this well. The trail falls apart at Farore’s Isle. Supposedly, the Running Guy at Kakariko Village tells you what to do, but I never got dialogue from him. It’s worse in the Parallel World. The map only makes it more confusing by marking the Parallel Tower as the first dungeon. That’s actually a known bug.
Overall… This hack is worth playing through if you can put up with the tedium and take the unfairness as a challenge. I feel like it could be so much better if the dungeons were redone and the hints were better. It really feels like some of the dungeons just weren’t that good to begin with, then PuzzleDude had to hollow them out or strip out puzzles to make it reasonable. He’s done a lot to make this into a playable game.
Version 1.1 Recommended - Yes
|Not perfect but good||Iscariath||31 May 2018||1.1||Yes|
|The Most Controversial Zelda Hacks||BlueAuraEX||18 Aug 2016||1.1||Yes|
|Gorgeous but incredibly frustrating||SenseiKiwi||05 May 2016||1.1||Yes|
|Totally New Zelda game!||wildcompassion||13 Apr 2016||1.1||Yes|
|Parallel dumbed-down||ViolentForce||27 Dec 2015||1.1||No|
|Well Done||MrEng1neer||27 Dec 2014||1.1||Yes|
|Nice hack with great overworld but bland dungeon design||Ok Impala!||21 Oct 2012||N/A||Yes|
|Better, but still too hard||Midna||23 Aug 2012||N/A||No|
|A Much Easier Experience||Klaviaturist||31 Jul 2012||N/A||Yes|