Classic Gaming with Zelda Homebrew
Belgarath writes "Zelda Classic is a free homebrew clone of the original Legend of Zelda for the NES. Additionally, it allows people to create their own zelda quests and games using the handy editor (called z-quest) included in the software. Until now only windows versions have been available but there are beta test groups for the Linux and Apple platforms."
I took on the Nehe Open Source Zelda project two years ago. We made much progress (portals from overworld to underworld, most all weapons implemented, etc...) and then we got a letter from Nintendo's lawyers about the graphics. We had lifted them from an emulator (screen shots and Photoshop-action) and so we needed to scrap them.
The project could have continued but that took a significant amount of air out of my sails. I gave the code to a friend at the BaltoLUG who added SDL to it and made it work on Linux. This new project is still up but not being actively developed: Openlynks. Sadely, the level editor was made in Visual Basic 6 and so unlike the C++/OpenGL game engine, it hasn't been ported over.
The remains of the project pages are here.
I predict less than a week before Nintendo finds and shuts this project down like they have all the other remakes/original games based off their intellectual property.
Yes, as a webmaster, I've gotten a cease and desist letter for hosting a Mario fangame site, and there are countless examples of other fan projects that are released FOR FREE but Nintendo doesn't like someone using their characters. Sega, however is VERY lenient, and we know they know about us.
Hopefully Nintendo won't squish this project now that it's made the front page of Slashdot. Their website does appear to mention Nintendo's copyright on the page, but that doesn't mean they have big N's permission.
/change the image of Zelda/Link (at least not in a bad way). I don't feel that this is one of those Star Wars / Star Trek strict universe/timeline things...
But I would think (hope) that Nintendo wouldn't really have a problem with them as:
1. It's non-profit.
2. It maintains a brand awareness of their product.
3. It doesn't look like people are trying to ruin
0- Eamonman Proud member of DNRC
Irrelevant. Copying the graphics, tile layout, user interface, etc. by hand is still copying, and counts as copyright infringement. There is no clause in copyright law that says only machine-based copying is illegal. Try retyping a book letter-for-letter then selling your retype; you won't get very far.
I tried this back in college, when it was just for DOS. Fun stuff, though you can tell that some parts of the game are based on idealized memories.
For example, we all knew that blue Tektites were more likely to drop 5-Rupee pieces than most characters, and blue Moblins were more likely to drop bombs. But in Zelda Classic, it seems they drop these respective treasures three or four times per screen. Makes it a little too easy, I think, but nobody to my knowledge has reverse-engineered the game to the point where we understand what the probabilities really are.
But the one feature I love the most about Zelda Classic: you can switch B-button weapons without taking five seconds to scroll up to the selection screen. I love that. I wish the N64 ports had that.
As the person who submitted this story to slashdot I am appalled that slashdot would edit and rewrite my entire submission, taking it out of context and important information with no respect to journalistic integrity or respect for the internet community.
As such I do not want my name on something that is not my work, and ask that you pull this story and bury it on ethical grounds.
- Belgarath
Yes, but Zelda is a classic worthy of celebration. Much like how people keep remaking and re-releasing much loved movies and songs, videogames deserve the same treatment. Now, whether they're being remade for the benefit of humanity or because someone wants to feel closer to a classic somehow is another story discussion, but the draw is definitely there.
Plus, it's a great way to get to understand the decisions that went into the creation of the classic without the hassle and failures of from-scratch development. Inventing your own gameplay is fraught with peril, especially as it is a skill people are expected to pick up on their own. This way you deconstruct an existing engine down to the minutest detail, without having to worry about your own design mistakes or lack of available art resources.
And on top of that, they created the engine specifically to allow anyone to design levels for the classic. Imagine if anyone could go back with the original storm trooper outfits and create their own scenes or storylines for starwars. Some of it would be as good as troops, and some of it would be as bad as The Phantom Menace. Certainly letting anyone be a level designer for a classic Miyamoto game is reason enough for the project's existence.
I do agree, though, that it would be nice if there were more original OS games developed, but that doesn't mean classics like this shouldn't get people excited enough to go out and make their own versions.
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