Everybody hates this quest so I quit but here's the link if you want to play it anyway
http://www.purezc.net/index.php?page...&id=439http://
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Everybody hates this quest so I quit but here's the link if you want to play it anyway
http://www.purezc.net/index.php?page...&id=439http://
where is it?
Whoops, I guess his post was moderated because it was his first post on AGN. Fixed!
Voting is now open for this quest. Vote for as many categories as you please, but be sure to vote before tax day!
Also, please post in this thread stating which categories you selected and explaining why you picked those categories.
I'm casting a null vote for any of the categories for this one, if anybody is wondering.
And the review:
Now for your judging that I can see:
Difficulty: 20/100
Way too easy. This will not fit in well with the 3rd and 4th Quests.
Why did you change the shop prices to be easier?
NES authenticity: 50/100
Enemy groups broken severely, not even mentions or jokes on the classic enemy sets.
WAY too many new room formations. The NES had a limit on number of rooms due to cartridge size.
Fun Factor: 70/100
Overworld was too much like the NES quests. You might want to change your secrets around a bit.
Please make the HC's harder to find!
Why did you have so many empty rooms?
Overall grade: 46.67/100
I finished this quest about two weeks ago but haven't yet had time to give it a proper review. Below are my thoughts.
The quest begins promisingly. The new stalfos in level 1 are a nice touch and fun to fight. The alternate music is nice given how many other quests are in this competition (though the music isn't really a plus or minus, since I anticipate the winning entry having the original music for NES-authenticity's sake).
I had fun romping through this quest; unfortunately I think this quest contains a bit too many poorly implemented features that prevent it from being a solid contender.
After level 1, I did some exploring and became very powerful quite quickly. Heart containers aren't too difficult too find (many are in key locations from quests 1-2). I don't think that giving away the magic boomerang for free is a good idea; it's too powerful. It's possible to have the magic sword (also easy to find) by the start of level 5. Even without the magic sword, the dungeons are too short and the difficulty is too easy. I honestly zero-gamed the quest (though I used a potion in level 8), and I did not even find the blue ring (I did find the red ring).
Further detracting from the length of dungeons are unnecessary old-man messages such as "Are you ready for the challenge ahead?" and "The wall north of the green trees is an illusion" (which anyone who has played the 2nd quest should know as a given).
By level 4, there are lots of mixed enemy groups, which takes away from NES-authenticity.
In no particular order, some other gripes I had:
(1) The cave 2E,1S of the lost hills (has 30 rupees in the first quest) - imo, don't ever include a door repair charge for that much money.
(2) The boulders 1E of Quest1-Level6 don't move.
(3) In the southwest-most room of level 2, the move-able block can only be pushed in one direction. Same in the arrow-shaped room in level 3 + the blue candle room in level 4. Blocks should be able to be pushed from any side!
(4) In level 7, after having already introduced more powerful wall masters, why go back to the old wall masters?
(5) A fire boomerang? Looks like blue wizzrobes are no longer a problem, even without the blue ring.
(6) In level 7..."It's you'r money or you'r life"...come on.
Level 8 was kinda fun to explore, and I liked how you awarded the. The door repair charge within the dungeon is a nice feature that I haven't yet seen in other entries (thankfully it was only 20 rupees).Spoiler: show
There are too many enemy-less rooms in level 9. This is one of the few large dungeons in terms of number of rooms, but it might as well be smaller given the empty rooms.
While this was fun to play, I don't see this quest winning the competition.
Did someone really say this quest was "too easy"? Every overworld creature is twice as strong, there's no candle or magic shield to take early, and the first rooms in Level 1 are a gauntlet!
OK, I'm done with this one.
I'm certainly not the strongest Zelda player ever. I never challenged myself with a 'swordless run' or '3 Heart run'. Still, I consider myself at least average, perhaps above average.
I got through all 4 'official quests', as well as 4 of the '5th quest' candidates.
I cannot even start this one.
The whole overworld feels like 'Zelda on acid'. All the creatures, apart from having different color palettes (hurting the 'authenticity', though I wouldn't care too much) have double the strength and defense (or more!). There's no way to get a magic shield early ... and it's pretty much required to start. Level 1 is small but incredibly difficult.
I've already lost about 20 lives, and am calling it quits.
I don't know if I'm playing a different version of the quest, but I cannot believe for one second that those who've commented before me have played what I've tried.
Sorry.
EDIT: gave it one more try. After losing about a dozen more lives, I finally got through Level 1.
Still don't know how much longer I'm willing to work through this.
Quick update: got through the first two Levels, and even found two HCs (almost right next to each other). Still no White Sword or Blue Ring.
The first room in Level 3 is the straw that broke the camel's back. I'm officially done.
It looks like that may be the case. The version I played certainly didn't have stronger overworld enemies.
This post by boram_c on Nov 9 over at PureZC looks to be consistent with the version that I played (including easy to obtain HCs) -
http://www.purezc.net/forums/index.p...hl=%2Btravster
Looking at some timestamps...on Pure (http://www.purezc.net/index.php?page=quests&id=439), it looks like the quest was originally released on Nov 1 and there was an update made on Nov 11 (which is the date of the first post of this thread). According to my own timestamps, I downloaded the quest on Nov 7.