Magician Lord Romhack - Again changes from Hell

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Boomchild

n00b
Joined
Sep 9, 2022
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Hey everyone,

Just wanted to share a small personal project that’s been on my mind for a while: making Magician Lord less unfair — reimagined not as an arcade quarter-muncher, but as a proper console-style game.

I've got no experience in romhacking, so I took a crash course in 68K assembly, explored MAME’s debugger commands, (special thanks to city41 for the great article that helped me get started!) and jumped right in. I chose the AES set 1 as my base — in my opinion, it’s way more interesting to play thanks to the checkpoints that really push you to learn the game, unlike set 2 where you can just credit-feed your way through. Plus, it has the intro — which is pretty cool.

After many hours of work, I’m proud to present:

Gameplay tweaks:​

➡️ Restored 8 max HP, as seen in early beta screenshots. I did this by forcing the game to "Level 1" difficulty via soft dips (works even in AES mode). You start with 4 HP and go up to 8 when transforming.
➡️ Removed the flying enemies that spawn if you stand still for 512 frames (~8.5 seconds). Now you can pause and breathe without being constantly attacked.
➡️ Disabled the invincible monster timer — normally triggered after 2–3 minutes per level. You can finally explore the labyrinth-style levels at your own pace!
➡️ Doubled the post-hit invincibility time
➡️ Raised Elta’s magic missile limit from 2 to 16
➡️ You now lose a power level only after two hits, instead of one
➡️ You can revert to Elta form while transformed by pressing C — especially useful on boss 2 if you're playing as Raijin (the lightning form). This also gives orbs a new role: restoring HP without needing to change form.
➡️ Each credit now gives 5 lives instead of just 2
➡️ Reduced HP for certain enemies, like the frog-men who used to require 7 hits at base power — still working on balancing this further

Visual tweaks:​

➡️ Realigned the orbs with the score bar — they were really messing with the feng shui 😅
➡️ Redesigned the Power bar to match the look and feel of the HP bar
➡️ Replaced “1UP” and “2UP” (which don’t really make sense) with “P1” and “P2”
➡️ Improved character shading for better contrast and readability

All of this seriously rebalances the game — it’s still not easy (far from it!), but it’s much less frustrating and way more enjoyable to play!

I’m still doing a bit of testing, and I’ll share the patches soon (only P1 and S1 files are modified).



KfLetSm.gif



Disclaimer : I know some of you love the harcore difficulty of the game, and obviously it's part of its charm. This hack is for players who would like to discover the game without having to spend too much time, but also without relying on cheat so they can still have a nice experience.
 

yagamikun

Bao's Babysitter
25 Year Member
Joined
Oct 10, 2000
Posts
2,837
Hey, cool! Very interested to play this when it's done.

I've always liked the "idea" of Magician Lord more than actually playing the game - seeing this game in 1990 in gaming mags and on TV was truly something else. While I've always been a harsh critic of this game, it's not the difficulty that puts me off (I've lost count how many hours I've sunk into the Makaimura series over the decades) so much as other things like the level design. These early ADK games always felt a little...rushed and unfinished to me despite having some great, forward-thinking ideas and incredible presentation.

I don't hate the game or anything, far from it, but it's not the penultimate arcade platformer some purport it to be. I think this rebalance will be a welcome, new way to enjoy the game. I'm also a big fan of rom-hacks in general. :)
 

Neo Alec

Legendary Member?
25 Year Member
Joined
Dec 7, 2000
Posts
14,935
1UP was a term for player 1 back then.

Hey, cool! Very interested to play this when it's done.

I've always liked the "idea" of Magician Lord more than actually playing the game - seeing this game in 1990 in gaming mags and on TV was truly something else. While I've always been a harsh critic of this game, it's not the difficulty that puts me off (I've lost count how many hours I've sunk into the Makaimura series over the decades) so much as other things like the level design. These early ADK games always felt a little...rushed and unfinished to me despite having some great, forward-thinking ideas and incredible presentation.

I don't hate the game or anything, far from it, but it's not the penultimate arcade platformer some purport it to be. I think this rebalance will be a welcome, new way to enjoy the game. I'm also a big fan of rom-hacks in general. :)
Yeah, the game really needs more and different levels. What it has are too short and too punishing.
 

NeoSeeD

Another Striker
Joined
Jul 29, 2023
Posts
313
This is a great idea. It sounds like you're making amazing progress with a ton of great ideas.

IMO, Magician Lord literally goes off the rails after level one with the poorly thought out labyrinthian layout of the levels. It really should be more straightforward like the first level. Transformations should also be like Sengoku where they are permanent but on a timer that needs to be refilled every so often.
 
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glazball

Super Sidekicks 3
10 Year Member
Joined
Dec 1, 2011
Posts
158
Yea wow, this is incredible! Thank you for making this happen. One of the pillars of the Neo library imo and one of my favorites, but really needs adjustments like these to make it, well, fun. It’s just too expensive to keep throwing these AES sticks against the wall lol. Looking forward to checking it out this weekend.
 

HornheaDD

Viewpoint Vigilante
Fagit of the Year
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Mar 22, 2016
Posts
5,302
Definitely following. Thanks for the work on this!
 

Fygee

Bewbs! Z'OMG, Teh BEWBS!,
20 Year Member
Joined
Apr 21, 2001
Posts
4,714
This is freaking awesome. Sign me up.

Next can you hack AoF 2's AI to not be such an unfair input reading nightmare? :P
 

NeoSeeD

Another Striker
Joined
Jul 29, 2023
Posts
313
This is freaking awesome. Sign me up.

Next can you hack AoF 2's AI to not be such an unfair input reading nightmare? :P
Ha! I've wondered for a while if it's possible to tweak Burning Fight's gameplay (collisions, hit boxes, recovery frames, etc.) to actually be like Final Fight's since that is what they were going for.
 

NeoCverA

My Sub Name
20 Year Member
Joined
Aug 7, 2002
Posts
6,934
cool. It would be neat to see the original vs your tweak on the power bar, orbs etc. lol it all looks normal to me.
 

Burning Fight!!

NIS America fan & Rent Free tenant
10 Year Member
Joined
Jan 12, 2014
Posts
5,328
Your are very dangerous...

That's some great work, congrats! I really like Button C for going back for the normal form, the POWer ups are very useful and make Elta super strong without transformations, but getting there means that you're going to deliberately avoid getting a health refill, since you need to lose the powerups to lose the transformation (two hits).

Some changes make the game excessively easy imo, I think you should dial back some stuff or make it optional (16 shots on screen? holy crap), otherwise it's just Magician Lord: Rainbow Edition. But it's your romhack man, this is all pretty good work regardless, congrats! We're all eager to try it out.

--------------------
Opinions on non-modified Magician Lord below:

I think it's cool to have a challenging but still fair platformer on the MVS, with a rocking soundtrack and cool graphics. The game gives you plenty of transformation orbs which refill your health bar fully, the Magician's default form is very competent to deal with enemies, most of them who have predictable and telegraphed attack patterns, etc. Much like the slower Toaplan shooters, I feel like Magician Lord is fine tuned very well for slower but methodical gameplay, it wouldn't be the same without the difficulty imo.

And the frogs aren't even that hard to deal with, y'all some bitch ass bitches
 

max 330 megafartz

The Almighty Bunghole
20 Year Member
Joined
Dec 14, 2004
Posts
6,234
Your are very dangerous...

That's some great work, congrats! I really like Button C for going back for the normal form, the POWer ups are very useful and make Elta super strong without transformations, but getting there means that you're going to deliberately avoid getting a health refill, since you need to lose the powerups to lose the transformation (two hits).

Some changes make the game excessively easy imo, I think you should dial back some stuff or make it optional (16 shots on screen? holy crap), otherwise it's just Magician Lord: Rainbow Edition. But it's your romhack man, this is all pretty good work regardless, congrats! We're all eager to try it out.

--------------------
Opinions on non-modified Magician Lord below:

I think it's cool to have a challenging but still fair platformer on the MVS, with a rocking soundtrack and cool graphics. The game gives you plenty of transformation orbs which refill your health bar fully, the Magician's default form is very competent to deal with enemies, most of them who have predictable and telegraphed attack patterns, etc. Much like the slower Toaplan shooters, I feel like Magician Lord is fine tuned very well for slower but methodical gameplay, it wouldn't be the same without the difficulty imo.

And the frogs aren't even that hard to deal with, y'all some bitch ass bitches
SWEAR TO ME!!
 

Burning Fight!!

NIS America fan & Rent Free tenant
10 Year Member
Joined
Jan 12, 2014
Posts
5,328
SWEAR TO ME!!
Really! When you see a group of froggies just crouch from a safe distance and fire at them, only one (the one that has seemingly infinite health) transforms, when that crossed swords frog appears you just stand far enough for his initial jump to not reach you (or crouch if you're close), then spam shots at him.
I think the only complicated part with too many frogs is in this screenshot, in this part you just run away down that ladder ASAP and hope no one falls through the floor lol.
1752994751826.png
The one asshole enemy that needed to be toned down or removed are those floating eyeball assholes that begin appearing if you went too far on one life, holy shit fuck them
 

max 330 megafartz

The Almighty Bunghole
20 Year Member
Joined
Dec 14, 2004
Posts
6,234
Really! When you see a group of froggies just crouch from a safe distance and fire at them, only one (the one that has seemingly infinite health) transforms, when that crossed swords frog appears you just stand far enough for his initial jump to not reach you (or crouch if you're close), then spam shots at him.
I think the only complicated part with too many frogs is in this screenshot, in this part you just run away down that ladder ASAP and hope no one falls through the floor lol.
View attachment 87624
The one asshole enemy that needed to be toned down or removed are those floating eyeball assholes that begin appearing if you went too far on one life, holy shit fuck them
Its the later level froggies. The ones that waterfall. Like seriously im dumb, i mean somewhere close to stage 6 with cascading water and they grow bigger or something
 

KGRAMR

Galford's Armourer
Joined
May 6, 2021
Posts
457
Hey everyone,

Just wanted to share a small personal project that’s been on my mind for a while: making Magician Lord less unfair — reimagined not as an arcade quarter-muncher, but as a proper console-style game.

I've got no experience in romhacking, so I took a crash course in 68K assembly, explored MAME’s debugger commands, (special thanks to city41 for the great article that helped me get started!) and jumped right in. I chose the AES set 1 as my base — in my opinion, it’s way more interesting to play thanks to the checkpoints that really push you to learn the game, unlike set 2 where you can just credit-feed your way through. Plus, it has the intro — which is pretty cool.

After many hours of work, I’m proud to present:

Gameplay tweaks:​

➡️ Restored 8 max HP, as seen in early beta screenshots. I did this by forcing the game to "Level 1" difficulty via soft dips (works even in AES mode). You start with 4 HP and go up to 8 when transforming.
➡️ Removed the flying enemies that spawn if you stand still for 512 frames (~8.5 seconds). Now you can pause and breathe without being constantly attacked.
➡️ Disabled the invincible monster timer — normally triggered after 2–3 minutes per level. You can finally explore the labyrinth-style levels at your own pace!
➡️ Doubled the post-hit invincibility time
➡️ Raised Elta’s magic missile limit from 2 to 16
➡️ You now lose a power level only after two hits, instead of one
➡️ You can revert to Elta form while transformed by pressing C — especially useful on boss 2 if you're playing as Raijin (the lightning form). This also gives orbs a new role: restoring HP without needing to change form.
➡️ Each credit now gives 5 lives instead of just 2
➡️ Reduced HP for certain enemies, like the frog-men who used to require 7 hits at base power — still working on balancing this further

Visual tweaks:​

➡️ Realigned the orbs with the score bar — they were really messing with the feng shui 😅
➡️ Redesigned the Power bar to match the look and feel of the HP bar
➡️ Replaced “1UP” and “2UP” (which don’t really make sense) with “P1” and “P2”
➡️ Improved character shading for better contrast and readability

All of this seriously rebalances the game — it’s still not easy (far from it!), but it’s much less frustrating and way more enjoyable to play!

I’m still doing a bit of testing, and I’ll share the patches soon (only P1 and S1 files are modified).



KfLetSm.gif



Disclaimer : I know some of you love the harcore difficulty of the game, and obviously it's part of its charm. This hack is for players who would like to discover the game without having to spend too much time, but also without relying on cheat so they can still have a nice experience.
Seems interesting! I gonna give it a try as soon as i can :D 👍
 

Boomchild

n00b
Joined
Sep 9, 2022
Posts
36
Thanks everyone for your comments, I didn't have the time to work on it lately but I'll share the links very soon.

1UP was a term for player 1 back then.

Well I learned something today :) , thanks :)

cool. It would be neat to see the original vs your tweak on the power bar, orbs etc. lol it all looks normal to me.

There you go (click to enlarge) :

OG Version :


Modified version :


Yeah that power bar was next level of not giving a fuck :D, especially given all the free space left in the S ROM.

You can also see that the shadows added to the characters increase the readability against bright areas.

Some changes make the game excessively easy imo, I think you should dial back some stuff or make it optional (16 shots on screen? holy crap), otherwise it's just Magician Lord: Rainbow Edition. But it's your romhack man, this is all pretty good work regardless, congrats! We're all eager to try it out.

You really have a point, but believe me, it won't make the game easy for any newcomer that discover the game with the patches. Besides, my plan is to split all the patches into single ones so you can get all the nicest things. Original difficulty with no timer and pressing C to get back to Elta ? You can have it :) !


There’s one last change I’m torn about: should I redo the translation properly? The original is so iconic that it feels like part of the game to me.
 

max 330 megafartz

The Almighty Bunghole
20 Year Member
Joined
Dec 14, 2004
Posts
6,234
Thanks everyone for your comments, I didn't have the time to work on it lately but I'll share the links very soon.



Well I learned something today :) , thanks :)



There you go (click to enlarge) :

OG Version :


Modified version :


Yeah that power bar was next level of not giving a fuck :D, especially given all the free space left in the S ROM.

You can also see that the shadows added to the characters increase the readability against bright areas.



You really have a point, but believe me, it won't make the game easy for any newcomer that discover the game with the patches. Besides, my plan is to split all the patches into single ones so you can get all the nicest things. Original difficulty with no timer and pressing C to get back to Elta ? You can have it :) !


There’s one last change I’m torn about: should I redo the translation properly? The original is so iconic that it feels like part of the game to me.
I say leave the translation. It’s part of the charm.
 
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