The Legend of Zelda - Parallel Worlds


About Hacks
There are several high-quality Zelda 3 hacks, and it's not limited to Parallel Worlds. However, the latter remains the most iconic and oldest hack even today, and personally it's the only one I've played. For this reason, for now this page will only be dedicated to Parallel Worlds, but I plan to expand it to other hacks in the future, when I've played them.

The hack's title screen

A certain Euclid found ALTTP too simple, so he set out to hack the game. For your information, hacking is modifying the initial data of a game to make another. Specialists will certainly not be satisfied with this quick explanation, but it best describes The Legend of Zelda - Parallel Worlds. This is a completely new game based on the gameplay, graphics and music of ALTTP. It is in some way its unofficial spiritual successor (the game was released in 2006, well before the very existence of The Legend of Zelda: A Link Between Worlds!).

The game's creator completely modified ALTTP's world map (I should say "maps," but you got me 😁) and made it a brand new game. There are still dungeons, even more Heart Pieces than in the original ALTTP, and overall the difficulty increased terribly. In terms of music, they are the same as in ALTTP, and graphically, he modified many skins: Link is blonde and no longer has pink hair, the soldiers are different, Agahnim - or should I say "Draegor" - is (finally) red, etc. There are also new textures, in short: a great deal of visual work has been done. The most impressive thing is that this Zelda's "Dark World" is actually a completely snow-covered world (an environment that doesn't exist in ALTTP!!), and it's just stunning.

Check this out...!

But the work also extended to level design. The dungeons were conceived to be completely devious, extremely difficult yet coherent. If you're anti-savestate or playing on console, you're going to struggle! Especially since Bosses don't drop Heart Containers upon defeat: the only way to increase your health is to find the Heart Pieces scattered around yourself. As a result, the world map encourages exploration more than the original ALTTP world map, and you'll need to explore the game thoroughly to find all the Heart Pieces. In short, it's a very challenging and really fun game to explore.

Link to the official site, now abandoned, where you can notably download the ROM/patch: https://sites.google.com/site/zeldaparallelworlds/home
Note that I recommend the Romhacking.net link at the bottom of the page, which leads you to the most recent version of the game, namely version 1.23, which corrects some bugs compared to 1.0, and makes the experience generally a little less frustrating.

If you're not interested in playing the game but you're curious, or if on the contrary it does interest you, but you can't do anything, you get angry at it, and you hate it, you can see more through the let's play I did on Twitch in late 2019 / early 2020, where I not only complete the game in its entirety, but also show you the end of the game's second quest (because yes, there's even a second quest!!), which are images almost impossible to find elsewhere on YouTube.

The first part of the let's play (French only). Here's also the link to the YouTube playlist containing all episodes

Warning: what you are about to read is the opinion of a seasoned A Link to the Past speedrunner. Consequently, I have much greater ease and advanced knowledge of the game engine (the very same used for Parallel Worlds). Therefore, my perception of difficulty will certainly be altered compared to your experience.

Zelda Parallel Worlds is a game where you feel that a tremendous amount of work has been put in. Whether it's the reskinning of various sprites, or simply the overall level design. The guy still churned out two complete overworlds, 10 labyrinthine dungeons, and a very special dungeon in the Parallel Tower with a rather unique mechanic. One thing is certain: Euclid (and Seph, if he was already accompanying him even before the first release of the hack) did not rest on his laurels.

The overworld part is EXCELLENT. The level design is well-constructed, with that Metroidvania aspect where you unlock areas to explore as you obtain items in dungeons, just like in good Zelda games we love. If you add to that the fact that bosses don't drop heart containers, and the only way to increase your health bar is solely by searching for heart pieces, you realize that this is a game that wants to push you to explore. And its level design makes the exploration experience very enjoyable.

But here we are facing a hack from 2006. The era of I Wanna Be The Guy, the golden age of Kaizo Mario... These were the early days of amateur games, which would later become independent games. But like all beginnings, there are flaws, and here it's about difficulty. We are facing a difficulty that sometimes borders on the absurd, which is even often unfair, and which frustrates. For example, right from the beginning of the game, there are dark rooms with Medusa statues shooting fireballs at you from 4 or 5 different directions, all with holes everywhere to make dodging these fireballs very difficult. And this without a shield, because it's very early in the game.

Let's also mention something that was corrected in later versions: the fact that when you die in the GuardHouse (the very first dungeon of the game, the equivalent of Hyrule Castle and its dungeons in ALTTP), you would restart at the very beginning of the game without any save and had to redo everything. That's also Zelda Parallel Worlds.

In contrast to the pleasant overworld exploration, all this sadism and injustice take place in the dungeons. From the very first one, where you face a mini-boss that turns out to be an infernal HP sponge, and if you have the misfortune to die on the boss a little later, you restart at the beginning of the dungeon, and the mini-boss is there again. Dungeons favor cramped spaces, where you have very little room to maneuver. Every excuse is good to place a hole here, a spike there, enemies to make the game lag, fireballs shooting at you at such irregular intervals that it's impossible to appreciate any timing. And all of it, most of the time, in complete darkness, without the possibility of turning on a light to see a little more clearly.

But if everything I'm telling you here is still bearable most of the time, provided one has a bit of patience, the climax is reached in the Parallel Tower. A dungeon of absurd length and difficulty that personally made me lose my temper, even though I had been particularly calm throughout the experience. See Hera's Tower in ALTTP? You take the same principle (if you fall into a hole, you fall back to a lower floor) but you multiply the suffering by 1000 because each floor is long, difficult, unfair, and sometimes you have to wait unnecessarily (special mention to the room with the Moldorm + 4 sets of tiles to wait for combo). All this to then put you in an impossible-to-understand labyrinth a little later, and even later block you if you haven't collected all the keys scattered throughout the overworld, forcing you to leave the tower to go back to exploring. And this tower, you'll have to do it 2 times (3 times in an earlier version!!).

Enemies, on the other hand, have seen their resistance and the damage they inflict modified. Guards, in particular, are much faster, and it becomes more difficult to dodge them (which is a nightmare in the GuardHouse since you have nothing to defend yourself with, no sword). Bosses, meanwhile, are recycled everywhere but quite often revisited with twists that are still interesting.

Dungeons, besides being infamous in many rooms (you'll be facing Beamos and Medusa), are very labyrinthine, and this is not unpleasant: there are some very successful dungeons, like Sheik Hideout, or Darunia's Cavern. The latter even features music that doesn't exist in Zelda 3, and which is a remix of the Zelda 1 dungeon theme! (the entire dungeon is an ode to Zelda 1 dungeons, by the way) Other dungeons have concepts that are very good on paper, but in practice make the dungeon tedious to navigate (hello Nabooru's Hole).

As for the final battle, I won't spoil it, but it's excellent. Something happens in this fight that makes the ending truly epic and surprising at times.

Also a small point on the game's identity: it borrows heavily from OOT, especially in the design of the different sprites: thus Link will successively possess the Deku Shield, Hylian Shield, and Mirror Shield from OOT, the small fairies will be little Navis, and there is even a puzzle that requires having played OOT and knowing an element by heart that is not necessarily the most obvious. This was obviously a bad idea, although it stemmed from a good intention, and the (too) many references to OOT ultimately make it a game that lacks visual identity.

Regarding the story, it's not very interesting, and that's not what we're looking for anyway, even if it has the merit of creating something new with what already exists.

Special mention to the 2nd quest, one of the game's secrets, which, while almost identical to the first most of the time, still holds some welcome surprises, and I really enjoyed the ending (which you can see in video here).

In short, I think this review has been long enough. If you deeply love ALTTP, at least take the trouble to try this hack. If you are allergic to difficulty, I would rather redirect you to the Remodel version (we'll talk about it right after), which, even if it loses a large part of the dungeons' interest, offers a much less frustrating and much more easily completable experience than its base version. In any case, this game is worth trying at least once, if only for its overworld, which is truly amazing.

The Legend of Zelda: Parallel Worlds Remodel

The game is EXTREMELY difficult; anyone who has ever played it will tell you that. That's why, a few years after the game's release, Seph, one of the two guys who developed the game, made a watered-down version, called "Remodel": the dungeons are made much simpler and linear, and the placement of in-game items has been modified to simplify the route, making the game's exploration much less labyrinthine.

To honor Hooper (the first version of my ALTTP post was posted on his forum after all!), I inform you that he himself played this Remodel version, and if you are curious to see what this toned-down version looks like, you can find the first episode of his let's play below (French only too):

Yes, the video is almost 10 hours long. The second episode is almost just as long