Yes
No
Idea: How many times can you listen to the same 7 measures of the NES dungeon music without going insane? 200 times? 500 times? 5,000 times? How about an NES dungeon midi contest to replace the 3rd - 5th defaults?
The arrangement should be in the NES style and soundfonts, must start with the NES dungeon theme, and include at the least a B and C section with a coda at the composers discretion, and be at least 3 minutes without loops.
What do you guys think?
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Guys, guys. Glenn's point is extremely valid, and essentially similar to something I mentioned on page 2:
"This is not a custom quest contest, this is a 5th quest contest."
There is a difference. :tongue2:
There's enough musicians and music savvy people in the ZC community where this could actually work I think. I actually did a Zelda Overture of sorts way back in 2005 with symphonic VST sounds.
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That's hardly a point. You think not having a boomerang breaks the NES game more that having say 10 extra custom items? The hookshot adequately replaces the boomerang. forcing the boomerang to be in game forces the quest maker to adjust the subscreen for and and design enemy placement around it when it is unnecessary. What is the difference between the boomerang being stashed in lvl 9 and it being left out?
Can we avoid unnecessary rules? If someone submits an entry that sucks then it can be rejected or receive no votes. The more unnecessary rules the more people will be put off by this contest. The people interested in this competition will be people who have a very good understanding and love of LoZ gameplay.
I dunno, personally, I think it's a good point. The second quest may have added SOME things, but it was still essentially the same game. I'm not really sure how you can call it a "fifth quest" if the items aren't the same as the first.
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So you are saying if 1st quest had the hookshot instead of the boomerang it would be a completely different game?
I think instead of forcing a strict rules involving items and such we I think a better option is to let judging keep people on the right path. We already talked about community voting and categories. Something like:
- Most faithful to NES
- Most Creative
- Best overall experience
This way if someone makes a decision that might lose them a vote in Faithfulness to NES (like leaving out or severely limiting a staple NES item) they'd have to make up for it. Obviously creativity is still limited by the rules.
Somewhat, yes. The hookshot has different things it can do that the boomerang can't, and vice versa. But also, in my personal opinion, the items used in a given quest help to determine the overall feel of the game. If we're trying to make a game that is a successor to the original NES game, and we're touting it as the "fifth quest", I think it should be kept (mostly) within the constraints of what the NES game was capable, the whole point of a "second quest" is that it's supposed to be the SAME game, but with altered item placement, dungeons and harder enemies. You add the hookshot, then you HAVE to redesign the overworld to accommodate it, and that WOULD, in my opinion, change the feel of the game.
Besides, the same argument could be said about if people nerf weapons or place them too late in the game to be useful. If they do that, people won't vote for the game, cuz it's not fun.
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There would be a [very] small impact on gameplay if the hookshot was swapped with the boomerang. You don't have to redesign the overworld to accommodate the hookshot and doing so wasn't part of the hypothetical situation I asked you about. The only change is the item swap. There are no boomerang triggers in Z1 and it isn't required to defeat any enemies. The Nth quests have continued in the tradition of 1st and 2nd but have also become more lenient to fit in with more modern ZC quests. Letting 5th quest entrants have the ability to alter or 86 staple Z1 items that have little effect on gameplay is just fine in my book. The boomerang, red candle, and wand only serve to make the game accessible to beginners and people with little skill without being overly difficult. This is why many skilled players consider these items to be almost game-breaking.
That is a decision they will have to make isn't it? You can make strict rules about items but it will only discourage possible participants or have them looking for loopholes. Fun in your book might mean "too easy" but some people like a fair challenge and the absence of overpowered items.
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