The Legend of Zelda: A Link to the Islands
Hack of The Legend of Zelda: A Link to the Past
The Legend of Zelda: A Link to the Islands
|Patching Information||No-Header (SNES)|
|Hack Release Date||31 January 2021|
|Last Modified||01 February 2021|
A Link to the Islands is a Wind Waker-inspired hack of A Link to the Past. It was originally called Lyra Islands and developed by SePH in 2004-2005, but it wasn’t finished. In 2015, the Lyra Islands project was once again restarted with the goal of finishing the game one day. New overworlds and dungeons were made, and the original LTTP graphics were restored. The project was eventually renamed A Link to the Islands.
Expect to see:
- New overworld designs and maps.
- New Dark World design (Areas 43, 45, & 47 ONLY!).
- Hyrule Castle re-located.
- Kakariko Town re-located.
- New Lost Woods-style puzzle.
- Eight new dungeons and one mini-dungeon.
- Ganon gets his own tower in the Dark World.
- New monologue and in-game clues.
- New sprites.
- MSU-1 support.
- ASM hacks added.
- New ending cutscenes.
- Customized ending credits.
A few irreparable problems that popped up during development are documented in the readme included in the zip file. These problems do not affect gameplay and the game can be completed normally.
Unlike Parallel Worlds and Goddess of Wisdom, both of which are notorious for their unforgiving difficulty levels, A Link to the Islands is a game that’s fair to everyone. There are no super tricks, stunts, or logic (i.e. masked objects, bomb jumping), while still having a decent level of difficulty. Though, some backtracking may be required at times. Still, you won’t ever have to use save states. You will not be frustrated while playing.
Update 1/5/2021: A review pointed out three rooms with bridges in the forest dungeon (Level 4) where it was possible to go out of bounds because there are unintentional openings in the lower level under the bridges. This has been fixed. I also added an in-game hint on what to do if there are no switches or levers to blow up an exploding wall.
Update 1/10/2021: I fixed a softlock that I apparently overlooked in the Royal Crypt (graveyard mini-dungeon). It was possible to run out of keys and get stuck with nowhere to go not only due to a one-way shutter, but also because of the absence of the Magic Mirror. During development of this game, I stupidly placed the Magic Mirror next to the “stolen” Master Sword at the end of the Royal Crypt, which in turn created the softlock. I ended up moving the Magic Mirror to Level 3: Sky Tower (it was placed in a big chest next to the Magic Cape) to fix the softlock. Other than that, no other changes were made to existing rooms in the Royal Crypt.
Update 1/13/2021: I disabled the MSU-1 introductory video to fix a critical bug involving the L&R item switch ASM feature. This bug would occur when playing with MSU-1 and starting a new file, and the screen would glitch out if the player tried to use the shoulder buttons to switch items (this bug would go away with the player saving & quitting).
Update 1/31/2021: A buggy staircase in the Ice Palace that I apparently overlooked has now been fixed.
The MSU-1 soundpack for A Link to the Islands can be downloaded here: https://1drv.ms/u/s!Ai3idpRXoXu17Xpmwxg5frUy8Q0k?e=uBKn8R
ROM / ISO Information:
- Name: Legend of Zelda, The - A Link to the Past (U) [!]
- Size: 1,048,576 bytes
- Checksum: CRC32 777AAC2F
|Contributor||Type of contribution||Listed credit|
User Review Information
A Fun Concept That Required More Polish.Reviewed By: SwiftlyTony360 on 23 Mar 2023
Now that I have completed A Link to the Islands, I found this Wind Waker inspired hack to be a fascinating concept and intrigued me to try it out for myself. Along the way, I have noticed a number of issues that need to be worked on as well as areas that could be improved upon. I will address them below:
Each dungeon received a significant increased in difficulty as you progress, which lines up according to the Zelda format. The addition of the ASM hacks was an improvement to the game to be able to explore more freely with this layout. The graveyard being more useful was a great addition, it reminded me of Link Awakening DX and became more than a space. The lack of indicators on the map on where the dungeons could be found was a fun concept because it forced you to speak to anyone in order to find them and how. This concept felt similar to the NES version of Zelda, where you are free to explore almost any dungeon you want, even though you will face obstacles because of it. It was a fun challenge. It was an interesting concept to add the magic maze to get to the next dungeon, as long as the answer for it was easily assessable somewhere on the map. In this case, it was.
It was a great idea to have the Minish Cap Link, but why did he have to look like he had a bad sun tan? It’s very off-putting when you have to play like that throughout the whole game. The world map itself was an intriguing concept at first, but as I began exploring, it didn’t feel as open and immersive as I would have liked. It felt empty and unmemorable, which is unfortunate because there was potential with this map to be had. The open exploration in this world map can be difficult to navigate when you are constantly looking out for a way to not be soft lock because of a glitch or improper tile placement. The amount of skeleton knights is insane because you only have so many bombs unless you make money to wish the fairy more bombs. There are a wide variety of enemies that don’t only have to be skeletons that you could utilize more. After reaching the dark world, you are only given a small portion of the world to explore, which is disappointing considering the potential it could have. Along the way, you will discover that most of the equipment will be found in one location, which I found disappointing. The main reason is that it was given to me too easily, and I prefer to work for it. This is why it is important from my perspective to utilize both maps.
The narrative being told here has been decent. I’ve noticed that sometimes the writing sounds closer to being the original game rather than being its own story. I have also noticed that Ganon mentions the wizard as if we fought him twice, but he never appears in the game.
– Adding a Read-Me Log of where items are and a Change Log of what was changed in the original game to make things clearer.
– You could extend the islands to the dark world by using lava and the Cane of Somaria as a form of travel.
– The dark world’s seas could also be transformed into a huge swamp.
– Optimize the use of both maps to expand exploration and improve item placement.
– The water ripples should be polished to look more consistent with each other, instead of looking like you are swimming in two different waters.
After reviewing this story, I actually enjoyed it to a degree. I believe this hack as a lot of room for improvement. This hack is intended for anyone who is interested in trying the game, regardless of their experience. I’ll recommend this hack to anyone who wishes to try out, even though there are a considerable number of issues that’s need to be addressed. This is considered to be the final version; I hope that this hack will be revised one day to reach the potential I believe it to have.
Version 2.5 Recommended - Yes
|A Fun Concept That Required More Polish.||SwiftlyTony360||23 Mar 2023||2.5||Yes|
|Worth the wait||MAOT666||15 Dec 2021||2.5||Yes|
|Should have stayed dead.||Blazing||27 Feb 2021||2.5||No|
|Dull & Buggy||Lunaria||09 Jan 2021||2.2||No|
|Good ideas held back by bad overall design||dudejo||05 Jan 2021||2.1||No|
|Slightly Unpolished but Fun!||Rabbi Raccoon||05 Jan 2021||2.1||Yes|