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The Legend of Zelda - The Mini Quest

Super Mario World Hacks → The Legend of Zelda - The Mini Quest

This file is obsolete. The latest version is The Legend of Zelda - The Mini Quest. For other versions, check the version history.

Submission Details

Name: The Legend of Zelda - The Mini Quest
Author: MaxwelHacks
Added:
Version History: View
Demo: No
Hall of Fame: No
Length: 11 exit(s)
Type: Standard: Hard
Description: It's TLoZ 35th anniversary!
What about a SMW hack to celebrate?
This hack is based on The Legend of Zelda: The Wind Waker, with references from other games of the franchise.
Now go save Zelda once again!

Features some 4 layered backgrounds, Mode 7 and true hi-res "boss defeated" screens.
Tags: asm custom boss exgfx link mode 7 non-mario
Comments: 15 (jump to comments)
Rating:
4.9 (8 ratings)
No rating
Download 714.91 KiB | 4,530 downloads

Screenshots

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Comments (15)

MaxwelHacks Author Link
Originally posted by SomeGuy712x
Wow, the graphics in this are just incredible! And, a lot of the gameplay is quite good. I did notice some issues though:

Thanks! :D
-The autofire was unintentional, I'm not used to keep pressing a button, so I didn't knew about that. But the pause I really removed from that level, as sometimes the pause flag doesn't work and the screen would still scrolling.
-Yep! There's a sprite up there.
-I don't know neither how that happens, but it also happened to me just once. Then I did the reset door.
-Not really intentional, but I sure want the players to have a lot of lives. In a update, I would probably keep that. lol
-Yes, only the new powerups can make you use the item box. Also not intentional, it must be a glitch with some patch I added.
-That's how the creator of Link's graphics wanted to be, so this one I didn't have choice. XD

Originally posted by snes-blogger
Dear Maxwelhacks, your hack is fantastic.
But I have a question for you. I have managed to get this game on a SNES cartridge. And everything works great ... buuuut whenever Link goes underground weird graphical errors occur. Do you have any idea why that's the case? It only happens underground, no matter which level.
I can send you a photo if you like.

I've tested the game on my flashcart during development and beated a lot of times when completed, never saw that happening. This seems to be some kind of error during ROM writing, try to make another one.
But I'm curious to see too.
snes-blogger Link
Dear Maxwelhacks, your hack is fantastic.
But I have a question for you. I have managed to get this game on a SNES cartridge. And everything works great ... buuuut whenever Link goes underground weird graphical errors occur. Do you have any idea why that's the case? It only happens underground, no matter which level.
I can send you a photo if you like.
SomeGuy712x Link
Wow, the graphics in this are just incredible! And, a lot of the gameplay is quite good. I did notice some issues though:

In the boating autoscrollers, why are the jump and fire buttons like on autofire, and why can't I pause the game? Also, touching the left edge of the screen is instantly fatal.

During the underwater plant boss of the Water Temple, if you throw an orb upward off the top of the screen by accident, it might collide with something, and then the plant's laser will get screwed up, like it might be always turned on. Is it because the orb killed a sprite above the screen that was controlling the timing of the laser?

There was one time when I jumped over a Mega Mole on the big vine slopes while in the Deku Tree, and I fell right through the vine when I expected to land. I did end up landing on a vine below where there was money and a reset door, so at least that didn't kill me, and I was unable to reproduce that glitch afterwards.

The 3-up fairies respawn when you go through a door and return, making it ludicrously easy to farm lives in certain places. (Is this perhaps intentional?)

The reserve item box has issues too, like you often won't get a reserve item at all when you grab another power up, except when you grab certain special power ups, but then if you want to swap with... let's say, the standard Fire Rod you have in reserve, then you'll lose the special power up you previously had entirely.

And, when you have a Cape Feather, it does function normally like in vanilla SMW, but you cannot see a visible cape sprite while spinning it, though it can still thwack enemies next to you just fine.
GMCHacker91 Link
#smw{:TUP:}
MaxwelHacks Author Link
Thank you, everybody! #smrpg{<3}
Originally, each dungeon level would have 2 midway points, but I had a problem with that patch. So, that's a sad downside.

Originally posted by NatsuFireball

- Is there something special to to with Tingle besides moving its picture all over the place ? Is there sort of combination to do for unlocking something or is it just a fun gimmick (like the one in SM64 at title screen) ?

Yes, that's just a little easter egg to mess with, nothing more. It was really based on SM64 title screen! haha
Thank you. ;D
NatsuFireball Link
Wow... I wouldn't imagine it was possible to do so advanced things in terms of SMW hacking... you brought so much of TLOZ-TWW atmosphere into this hack, that's amazing !

Graphics, sprites, music... all bring a very TWW atmosphere and a fair amount of nostalgia ! And the hidden power-ups at Tingle's place are so fun (especially the Ninja one =])

A few remarks though :

- The Dragon Roost Island level should be colored red on map because it has a secret exit (we are still in a SMW map after all)

- Some midway points are misplaced, such as the one in Dessert Temple : as it is placed just before the mid-boss, dying near the end of the level or, worse, during the main boss will force you to beat that mid-boss again and replay all that second part of the level just to give you another try for that main boss.

- It's a shame you couldn't rip that vanilla TWW mid-boss theme, it was so catchy ^^

- Is there something special to to with Tingle besides moving its picture all over the place ? Is there sort of combination to do for unlocking something or is it just a fun gimmick (like the one in SM64 at title screen) ?

9/10 (5 stars) That's an awesome work and a great tribute to Legend Of Zelda ! Happy 35th birthday ! (by the way, this reminds me I will be 34 next month... time goes by so quickly)
drxmario Link
Really, really impressive work. Some of the midway placement could be tweaked, but that's just a minor thing compared to how much enjoyment I got from this.
Final Theory Link
The game is very impressive with all the special effects and such, but my main complaint was the lack of more mid-way points. Many times I'm playing a level and die to only have to redo more than what I wanted to in terms of the level.

The ASM on the special effects and bosses is amazing, but more work needs to be done in terms of level design to really enjoy the game.
Blizzard Buffalo Link
Originally posted by Klug
Now, what's next? A hack centered on PuyoPuyo's 30th anniversary?


PUYO MAGURO WORLD INTENSIFIES
Klug Link
Another hack from the guy who made famous for making Uma Aventura Xalabaias (a.k.a. Xalabaias Adventure). Can't wait to try this one out!

Now, what's next? A hack centered on PuyoPuyo's 30th anniversary?
PirateFox Studios Link
Es bellisimo #smw{:TUP:} , Hasta encontre el easter-egg de ben drwned con el mensaje mal emulador encontrado
edwinmusic Link
Amazing! Awesome! Great wooowwwww! The best of 2021
Mpereira Link
Isso está fantástico Maxwel!
É super nítida a sua evolução em romhacking, a hack está muito bonita e bem colorida, e os bosses então nem se fala hahaha.
#smrpg{haha}
LucasMegaStriker Link
Incrível, como já é de se esperar do Maxwell! #smrpg{<3}#smrpg{y}
papyrus074 Link
its super the legend of mario