Well, you could always generate both.
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http://l.j-factor.com/zeldaclassic/NeoFirst_L.qst
This is the Miniboss quest he had. It's old, and hasn't been updated for a long time, but it's the most recent demo. As well, it's unpassworded, allowing you to change where you'll start.
As you might already know, the player has the ability to use their bottle to scoop up water and sand from the environment and use it as they please. There are some creatures and traps in this world that can be slain outright by one or both of these substances. Fireball shooters, for example.
http://l.j-factor.com/zeldaclassic/neofirst036.png
And let's wash away these slimy slimes, too. Tra la la...
There are some enemies, however, which react in much stranger ways to water and sand. Let's look at a few of these cases now.
* Water Gels are not as afraid of pure water as their slimy cousins! They will merely drink it up and grow much larger.
* Bubble enemies are protected from your weapons by magical fire. Douse the magical fire, and they become vulnerable, hopping madly to escape their fate.
* As an act of generousity, something wonderful happens when Red Bubbles are doused - they transform into Blue Bubbles, which can cure Link of the Red Jinx. So remember this when you spy a roomful of Red Bubbles - they may become the means to curing your jinx as well as inflicting it.
* It is often believed that only Magic Powder is capable of transforming the Bubble enemies into Fairies. In truth, any kind of powder is sufficient. Of course, your bottle can only carry a single scoop of sand, so you'd better be careful when you throw it.
To summarise, here is an incomplete list of interactions:
Hey! What of those final two equations? They are quite telling. If you have an empty bottle, you can indeed scoop up a Gel enemy to receive Gelly.
Blue Gelly is merely water. Green Gelly, on the other hand, is a stinky oily substance that restores magical power when ingested very quickly. Just... try not to think about where it's been! And there is quite possibly another variety of Gelly that you can obtain.
...
And, if you're wondering about the Forest Temple's progress, rest assured that it's all proceeding as planned. Here's an obtuse, ambiguous screenshot to prove it!
Cool. Kind of like the Chuchus from TP, then?
In a way, yes.
Something I'd also like to point out: All of the non-harmless Gels in this quest are Tribbles. In previous quests the Gel Tribbles were designed to be indirect sources of magic power, due to their self-replenishing nature and surety of dropping Magic Decanters. In this quest, the item drop "middleman" is cut out - you simply scoop up a single Gel, and it restores all of your magic power.
Hello! I was playing a game recently. A game starring a character called Kirby. In Kirby's Adventure Kirby has two fire abilities - a 'Fire' ability, where Kirby breathes fire, and a 'Burning' ability, where Kirby becomes a fireball. In Kirby Super Star, the game that I was playing, there was just one 'Fire' ability that contained the Fire and Burning abilities in a single unit.
It was in this vein that I was visited with a thought. What if Link's powers were like this? The many Zelda games have featured several variations of the hookshot, among them the Clawshot, the Switch Hook, the Grappling Hook, and the classic Hookshot. What if Link was given a Hookshot that was all of these hookshots at the same time?
...Well, I haven't managed that magnificent feat. But do read on, please!
Some of Link's standard weapons have been given secret abilities. Much as the Bow in Link's Awakening had the secret ability to produce a Bomb Arrow, so too do some of Link's weapons in NeoFirst.
(Of course, you can probably guess what the button is, given the limitations of ZScript.)
There is, currently, at least one more item with a secret ability. This number is bound to increase!
All of these abilities are available from the very moment Link lifts up the item. But there are two important aspects to consider. Firstly, they are entirely unnecessary to completing the adventure. There will never be a puzzle that must be solved with the Switch Hook. At the most, they will provide means of making existing puzzle solutions easier, or means of sequence-breaking.
And, secondly, the means of activating these abilities will never be revealed within the quest, much as the means of loosing a Bomb Arrow in Link's Awakening was never uttered by any character. The only official indication of their existence is by either reading NeoFirst's script code, or by reading this very forum post. That being said, I have spoken enough of this matter.
So it's essentially the Switch Hook from OoA? This ought to be... interesting, but is the Fishing Line going to be a seperate item, then? Whenever I tried to clear the forest temple, I had to use cheats since the hookshot would fish for boots at certain points which prevented you from clearing the chasms inside. Anyway, you're doing a good job with this quest _L_, keep it up!
Awesome! The hookshot and switch hook in one! Any hints as to the other items that do this?
_L_ you do know that in Links Awakening there is a "a piece of heart" puzzle that requires the bomb arrow? nothing else can solve the puzzle. another example of a similar secret would be in LttP, bombing over the ledge in Ganons Fortress is undocumented but REQUIRED if you want to reach that secret.
You are suggesting some features that are not REQUIRED for anything and instead just used for sequence breaking and making stuff easier.
Not quite true. The Pegasus Boots knockback (which is much more evident to the player) works just as well.
Well, do any other possibilities immediately spring to mind?Quote:
Originally Posted by russadwan
I'd quite like to add an extra purpose to the Power Glove - something that, amazingly enough, does not involve lifting - but whether or not it would be a secret ability is another matter.
Previously, I revealed the existence of secret abilities that various weapons have concealed within themselves - abilities so secret that the player may never encounter them in the game at all.
This next technique is not one of those secret abilities. It is, in fact, something that the player will be expected to discover, by accident or by word-of-mouth, if they want to uncover certain lost treasures or pathways.
But, this technique is also inspired by the ingenious Bomb Arrow technique from Link's Awakening, in that it involves the combination of two seemingly unrelated items in a marvellous fashion.
And so, let me reveal the not-so-secret to setting your own arrows on fire:
It may not make much sense in the real world, but in the abstract videogame land of Zelda Classic, where boomerangs can grab objects, and flames and arrows are about the same size, the player can easily accept it.
Also, the land of Zelda Classic contains obvious distinctions between active objects (enemies and weapons, which move around and vanish when you change screens) and passive objects (that is, combos). Thus, I believe the player will accept that their arrows can interact with 'active fire' (Link's fire weapon) but not with 'passive fire' (torch combos).
I wonder what you'd be capable of if you used Remote Bombs...
OMG I love you. That gives me so many puzzle ideas... I really hope Neofirst still is unpassworded when it comes out, as I could use some of these scripts with my ideas too. ;_; That is genius!
Ever played Bowmaster Prelude? Whoo-hoo, a bomb arrow! Urgh, I need a demo... to go on... *collapses*
Seriously though, this is a whole new dimension as far as Zelda Classic goes! I am going to be enticed by the scripts in this quest...
that does not work in the PAL release of the game. facing right, start charging, face up, bounce but never go over the black pit... (that or you fell short) it was the first thing i tried oh so many years ago! I never worked it out until many years later that bombs was the key.Quote:
Not quite true. The Pegasus Boots knockback (which is much more evident to the player) works just as well.
I can assure you all that you will be able to play through the first Triforce dungeon again soon. Very little remains awaiting refurbishment.
And among those few tasks is the finalisation of some newly assembled enemies to populate this bizarre building. Permit me to reveal several such creations to you:
Flying books! The spells inside these tarnished tomes must be motivating the books to take to the air. These ensorceled volumes are bound in even-harderback, so your sword and boomerang won't injure them very effectively. But remain unconcerned: a mortal fear of dampness dissuades these abberations from ever appearing outdoors.
...What did you say? Cheat codes? I don't know what you mean! You must be thinking of another game!
Stum & Stumclops
http://l.j-factor.com/zeldaclassic/stumclops.png
These ugly wooden perils are the undead corpses of once-grand trees, now uprooted and wandering in anguish. Their offensive abilities are minimal, but their thick bodies are tremendously unyielding to attacks. You'd have to slice one at least 32 times before it'd cease its sorrowful strolls.
Fortunately, as you may have noticed, the variety known as Stumclops has a single feeble eye atop it. This might be a secret place where the landing of a single strike will fell the fiend!
But, as you can see, it is incapable of being struck by Link's horizontal attacks. Is there a vertical attack that Link can use against it?
(This may sound crazy, but I'm more interested in seeing if Stum's eyeless face could possibly serve as a makeshift platform, if Link could only leap upon it...)
Green Stalfos
http://l.j-factor.com/zeldaclassic/greenstalfos.png
A Stalfos wearing the tunic and hood it wore in life. Why is that restless spirit inhabiting these bones still? ...You can't help but wonder if this is what lies in Link's future, should he fall victim to the dungeon's dangers.
...Such an uncommon bestiary. An auspicious dungeon should contain thematic obstacles and threats, no?
Woot Banjo-Kazooie Cheat code book? :p
Huh, so it's kind of a "haunted nature" feel. That seems pretty interesting, but where do the books come from? That last enemy seems ever eerie however, I wonder where they'll come in. Maybe just a trap in the forest to "spook" Link? Plus at this point the poor boy is a bit chicken-hearted, I'm guessing, so Link is not conquering his fears the easy way. There are some interesting enemies, and I'm looking forward to being able to play through the first level!
I played Mother 3 recently, and one lesson that I learned from it is this: if I am going to use save points in NeoFirst, then I will need a lot of save points. And in order to have lots of save points, I will need to make the save points small and easily insertable into various different locations. So, I began a search for a standard save point design - one that would fit in cramped tunnels, gloomy forests, elegant dungeons and pristine wilderness.
In Mother 3, the save points are frogs. Thus, they are small, innoculous, and are quickly recognisable without being visually dominating. I wanted something less arbitrary than frogs, though. Instead of an animal or device, I wanted some sort of abstract symbol that would come to represent 'saving' to the player.
Then, I thought of Super Mario World. As you know, the level goals of this game resemble football goalposts, and this motif is carried over to the Chargin' Chuck enemy. The use of a sports analogy makes a lot of sense for a save point, as both are purely mechanical elements of their respective games. This led me to deciding NeoFirst's save point:
In Cricket, the wicket is functionally similar to Baseball's bases. It is, however, much more visually distinct. While I'm not all that familiar with the laws of Cricket, my appropriation of the wicket into NeoFirst represents a place where Link is 'safe'. When Link is near a wicket, he's safe, but when he's running between wickets, he's in danger of losing his progress. The game of NeoFirst can thus be thought of as a long chain of wickets, with the space between each forming an 'atom' of gameplay.
But you're arching your brow and thinking, "This doesn't seem very fantasylike! Where's the sparkly ring of unexplained magical energies that 'normal' games use for save spots? Shouldn't there be some half-baked explanation about 'recording your memories' or something? And how does it make sense that these wickets are installed all over Hyrule?"
My rationale is that these wicket savepoints do not alter the mood of a screen or area in the same way that a ring of sparkles would when placed in a dusty, faded cavern or somesuch. Furthermore, a wicket is only an anachronism when we interpret it as a Cricket element - it is, after all, just 3 two-foot wood poles, with two sticks resting on them. For all we know, there could be an entirely different significance to wickets in NeoFirst's Hyrule - but, so as not to draw attention to them, no explicit explanation shall be given.
http://l.j-factor.com/zeldaclassic/wicket2.png
As you can see, the wicket can easily adapt to match its surroundings.
(3 days later)
That's excellent. I'm really liking the graphic you chose for the save points. And, yes, I'd have to agree that more save points is desirable.
I am truly in love with this quest _L_! I have just become an ultimate fan of this. I can't get enough of it! I just can't for this to be finished ;-)
It has come to my attention after watching a video of this game, that there is a wall you can blow up to access a way to blow up the block without the use of bomb arrows >.>Quote:
_L_ you do know that in Links Awakening there is a "a piece of heart" puzzle that requires the bomb arrow?
Yes, I have noticed that all of the images I've posted in this thread have died. Please rely on your memories until this is rectified.
As you might be aware, these extravagant self-illuminated engravings appear in a few places in Hyrule. But what do they do? What is their purpose?
The answer is that they are Warp Rings - magical teleporters created many years ago to transport goods, arms and people to and from Hyrule's towns and strongholds.
In order to make use of these devices, one needs to carry on their person a Warp Coin!
http://l.j-factor.com/zeldaclassic/warpcoins.png
They look a bit like badges.
These are the Temple Warp Coin (leading to the Temple of Light), the Castle Warp Coin (leading to southwest of Hyrule Castle), the Abbey Warp Coin (leading to the Forest Abbey) and the Palace Warp Coin (leading to the Eastern Palace).
Link receives two Warp Coins when he begins his quest: the Castle Warp Coin, and the Temple Warp Coin. However, he loses the Temple Warp Coin soon after using it. Tsk! I hope he can get it back somehow.
Step into the Warp Ring's inner circle to transport your molecules to the next Ring. The order of the Rings is this: Castle -> Abbey -> Palace -> Temple -> Castle. If you lack a Coin for a destination, then you will skip over it and proceed to the next.
But be warned... these teleporters were not designed for children, and even a very healthy child is likely to suffer transitory dizziness after using a Warp Ring.
So THAT'S what those odd circles are for! Never would've guessed! I'm guessing you find each Warp Coin in their respective place, right? Well, except for the Temple Coin.
Awesome. How long do the dizziness last after you step out of it?
Hey _L_ hows that super duper secret weapon coming along =)
Which one?
WAIT I MEAN
Just fine, thanks. Still buggy.
Note to self: Find super duper secret weapon... whatever it may be...
Most slain enemies, in addition to Rupees, drop one of these two items: a healing fairy, the time-limited invincibility Clock, and the Kill All Enemies item that kills all enemies when you collect it. However, for extra variety, I've added a few special status items to the mix.
What's unexpected is that only some enemies can drop these items, and the colour of the enemy determines what sort of item it has the potential to drop.
Green enemies are the only ones that can drop a Guardian Acorn, which doubles your defense and lasts until you change screens 8 times.
Only Red enemies are capable of dropping a Piece of Power, which adds 2 to your melee attack power and lasts until you change screens 8 times.
Blue enemies, the strongest and least generous of all, simply drop a Bomb Flower, providing one extra bomb. This may seem almost without merit, but it is the only occasion that enemies will drop bomb ammunition! For most of the game, you must ration your bombs carefully and restock through regrowing bomb flowers or the many shopkeepers. Consider this item drop to be a mild relief to your resources.
This works out pretty well because Green and Red enemies tend to appear in safer areas of the game, and in tougher places most only Red and Blue enemies will appear, so the Guardian Acorn won't be present to assist your endurance. Also, Guardian Acorns are bound to be helpful near the beginning of the game when your health is low, but would provide altogether too much protection when coupled with the Blue Mail or Red Mail.
I'm considering, also, the possibility of including spell items that, when used, consume magic to grant you a defense or offense bonus for only the current screen. Well, it's not like there are too many uses for the magic meter at present...
http://l.j-factor.com/zeldaclassic/neofirst055.png
Bait? Isn't that the most useless of equippable items?!
Yes, except in this game! For bait now has a use!
As you know, recovery hearts don't appear normally in NeoFirst, due to Link possessing his regenerative Heart Ring. But sometimes you just need a quick boost of vitality. Refuse to believe it if you must, but laid-down bait can be consumed by enemies - and when that happens, you're rewarded with a heart!
http://l.j-factor.com/zeldaclassic/neofirst054.png
"The way to a Moblin's heart is through his stomach."
http://l.j-factor.com/zeldaclassic/neofirst053.png
And there it is!
However, youngling, know that enemies won't devour bait twice in succession! Furthermore, feeding an enemy has the effect of increasing their HP! So deploying bait is a slightly risky proposition.
It's likely, quite likely, that certain enemies may have different reactions to bait than others. I will, however, tell of one enemy that has a particularly unique reaction to bait.
http://l.j-factor.com/zeldaclassic/neofirst052.png
Feed this duck for the first time in a game, and it will drop a Bomb Bag.
This is known as "turning a bit of lame Castlevania trivia into Zelda canon."
By the way, Bomb Bags work a bit differently in NeoFirst. They function like Missile Tanks or Heart Containers - acquiring one increases your Bomb capacity by 4. Thus, they can be hidden in roughly the same manner that Pieces of Heart Containers can be hidden.
Once the Forest Abbey has been done and dusted, and a three-pointed item of yellowish hue has been obtained, you must move on to the next level! But it's perched atop a high peak, which was formerly known as Mt. Frostburn, but is now given the slightly more fearsome and rhyming name of the Fire Spire.
But, to even begin to climb the Spire requires some further exploration!
The vine-clad walls leading up the mountain is blocked with trees and a boulder. The boulder can't be passed unless it is pushed three times. At this point, Link doesn't possess the means to push a boulder more than once! This is a troubling obstacle.
Link has two paths available to him.
First, he could learn or discover the secret path across the Endless Desert, learn the secret to awakening the Armos Knight, and claim the Power Bracelet resting beneath it.
http://l.j-factor.com/zeldaclassic/neofirst056.png
I think the secret involves water... that's right, isn't it?
Or!! There is a more straightforward possibility. He could find and venture through the hidden entrance to the dungeon beneath the cemetery, known as Life's End. This dungeon has an exit above the foothills that leads past the boulders. But can Link withstand the dungeon's obstacles?
http://l.j-factor.com/zeldaclassic/neofirst057.png
Life's End is full of darkness, skeletons...
http://l.j-factor.com/zeldaclassic/neofirst058.png
...and bottomless pits.
This dungeon is a drain on your still-limited resources! Most all of its rooms are dark, requiring use of your recently claimed magic-consuming Red Candle. And once you've learned that the secret of permanently inconveniencing the reviving skeletons is to use bombs, you'll find yourself running short of those, too. Perhaps a brief sojourn in search of a spare Magic Container or Bomb Bag might be a useful preparation?
News has just reached my ears! Your hookshot has more capabilities than just pulling you toward wooden objects and bewildering various enemies. You can also use it to steal enemies' projectile weapons!
http://l.j-factor.com/zeldaclassic/neofirst060.png
Use the hookshot to grab enemies' pointy sticks, even as they fly at you!
When your hook snags a pointy stick, it gets pulled toward you, safe and unbroken, and it goes straight into your arrow stockpile. Reclaimed ammunition! (...But is it a spear or an arrow? Well, it's a pretty small spear, if it is so.)
This means that these enemies are suddenly useful for helping you resupply your arrows. It's a pretty useful technique! Let's hope that these enemies show up in dungeons when you need them.
And this isn't the only kind of weapon that can be seized with the hookshot!
http://l.j-factor.com/zeldaclassic/neofirst059.png
You... you surely can't grab the bombs that these Octobombs are spitting... can you?
Maybe you can! It's risky engaging these enemies, though, as their bombs take off 4 hearts per hit and cannot be stopped by any shield! Oof! Better wait until you've found some defensive attire.
And, there's one particularly cheeky trick you can pull on a certain foe.
http://l.j-factor.com/zeldaclassic/neofirst061.png
This is the only way to obtain a boomerang in this game!
Yes, you can steal the Goriyas' weapons, right from the moment that they appear! Once you've snagged a boomerang, it's yours for the rest of the game. But be careful not to use it on Goriyas - they've learned how to snatch speeding boomerangs with their bare hands, and they'll just nab yours, causing you to lose it. Best engage them with another weapon!
Okay, that's just brilliant. Makes me wish I'd thought of it first!
I think that the very last sentence of L's last post was by far the most brilliant of them all. I have no idea how you managed to script that, but then again, you're L, so...
I don't take pains to be overly mysterious. What you do is:
* Set their Boomerang Defense to 'Ignore'.
* In the global script, if an LW_BRANG has a Collision() with an NPC whose Weapon is WPN_ENEMYBRANG, then destroy the LW_BRANG, set Link->Item[I_BRANG1] to false, and play some sort of sound effect.