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Thread: [5th Quest Entry] CJC

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  1. #1
    Wizrobe Nightmare's Avatar
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    I kinda don't like this quest's overall presentation.

    Is it fun? Yes
    Is it good? Yes
    Does it fit the requirement specs: Not at all. The subscreen's changed, there are like 3 entrances per level, and lock blocks (ugh). And this is only Level 1. (and kinda marching around without a key after using the boss key on a block, which I absolutely loathe, but that's not an authenticity error). I feel this has more of a "custom quest with the Z1 Overworld" type of feel and not enough in the NES authenticity area. You might want to rethink this one and fix some of these things.

    -James

    Facebook: http://www.facebook.com/nightmarejames YouTube: http://www.youtube.com/nightmarejames

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  2. #2
    Cor Blimey! CJC's Avatar
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    I'm glad you think that it's fun. That was more important to me than NES consistency.
    The subscreen is actually identical to the one that was present in 4th quest (which was altered to make room for the Boss Key), with only one change: I widened the B item box to make room for two new items. Since 5th is supposed to follow 4th it will be a less jarring change than say, jumping from 1st to this quest.

    There are multiple entrances to every level but Ganon's. There's a pay-for-info room that details this; I should probably move it to a more obvious place than 'the tree on the corner'.
    3 (+1), 3 (+1), 3 (+1), 3 (+1), 2, 2, 2, 3, 1.
    While I could probably just connect them with passageways instead, the multiple entrances DO grant two advantages: one as a quest maker and the other as a player.
    As a quest maker it lets me fill up more overworld space with meaningful content, rather than sprinkling additional 'pay for the door' and 'secret money' caves. As a player, it presents a shorter backslide when subjected to Wall Masters and Wind attacks, as well as breaks the dungeon up into clearly digestible segments (Okay, I'm going to play until I reach the end of this entrance, then I'll save and quit).

    and lock blocks (ugh).
    The lock blocks are used just like any other flag trigger. I make sure to only use one per screen, and if I do then I do not place any other secrets on that screen (because if the Lock Block WERE a flag, it would trigger those secrets). Lock Blocks only make appearances in Dungeon 1 and Dungeon 8, where they are used to inflate the number of keys to travel in another direction. That said, I DO use locks, burn triggers, hammer triggers, boomerang triggers, magic triggers, and arrow triggers in the dungeons; that could be construed as 'un-NES'.
    EDIT: Oh, and whistle triggers.
    I've used these in the more modern Zelda sense: the triggers exist to serve as 'gates' that only an equipment 'key' can unlock.

    (and kinda marching around without a key after using the boss key on a block, which I absolutely loathe, but that's not an authenticity error).
    You need to bomb a wall in the entrance with the locks; a Goriya will explain that there are only eight keys in the dungeon and you need to purchase the ninth (he'll also tell you there's a moblin with the money to do so if you pay enough for the info)
    EDIT: I should probably make that an open doorway... just until players get used to the pace of the quest.

    I feel this has more of a "custom quest with the Z1 Overworld" type of feel and not enough in the NES authenticity area. You might want to rethink this one and fix some of these things.
    Thank you for the input. Much of the game's flow is dependent on the changes I made... so I don't think I'll be able to 'reel it in' (My schedule is about to clog up, which is why I pushed to finish it now). At this stage the only changes I can really make are triage to fix oversights (like access to important hints).

    If you DO enjoy the gameplay, I urge you to try to make it through the quest. The end has a few... surprises.
    Last edited by CJC; 08-30-2013 at 02:43 AM.

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