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Thread: [5th Quest Entry] Love For Fire

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  1. #1
    Octorok
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    I'll probably get rid of the compass gimmick in the beginning. I thought it would be fun, and that most people would naturally look where the original Level 1 is as part of places to start exploring.

    As for Lv2, I've played New Quest, but not following what you're saying about the power curve idea.

    Level 3 actually had a couple of more blue wizzrobes and I took them out cause I thought it was a little too difficult XD.

    I will try to make a fix to Level 4. Keys are only 80 rupees in the shop so you don't need to go to Level 5 to get one, but I'll find a way to fix that.

    The Whistle is not in Level 5. If you are referring to the room with the block and the single blue tile, there is another room that gives a hint as to what to do there.

    Spoiler: show
    The multi-colored room shows the path in which you need to push the block in the room with the single blue tile. The Stepladder is shortly after that puzzle. The Arrow points to the room where the StepLadder but you don't get in from that way.


    Edit: reuploaded, swapped the boss key location with another key in Level 4 hopefully fixing the running out of keys problem. Also put the wooden sword on the origin screen,
    Last edited by Love For Fire; 12-24-2013 at 12:56 AM.

  2. #2
    Wizrobe Nightmare's Avatar
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    Quote Originally Posted by Love For Fire View Post

    As for Lv2, I've played New Quest, but not following what you're saying about the power curve idea.
    The difference between a power-curve quest like New Quest and a Zelda NES quest is that on the NES, you were limited to what type of enemies you could have at a time in a dungeon, mostly due to memory restraints.

    A power-curve quest like New Quest starts with the weaker enemies like Red Darknuts and works its way up to Blue Wizzrobes and other custom enemies, generally making them show up by their power and difficulty.

    A Zelda-style NES quest has set enemy groups in their quests. Most people are ignoring bosses and making 9 a megamix, but generally, the three enemy groups from the NES are:

    Anywhere: Keese, Gel, Zol
    1. Goriya, Rope, Stalfos
    2. Darknut, Gibdo, Pols Voice
    3. Vire, Like-Like, Wizzrobe

    Generally, you have the everywhere enemies, then 2-3 types of enemies that generally appear in the dungeon. If you're breaking it down for the 1st Quest, Level 1, 2, and 7 use the Goriya Enemy Group; 3, 5, and 8 use the Darknut enemy group; and 4, 6, and 9 use the Wizzrobe enemy group. If you're breaking down the 2nd Quest, 1, 3, and 8 use the Goriya enemy group; 2, 4, and 7 use the Darknut enemy group, and 5, 6, and 9 use the Wizzrobe enemy group.

    You will probably not be graded so harshly on having different types of bosses and megamixing 9. That would probably be considered a quest upgrade.

    Also, "colors" of the enemy are not restricted either.

    Also, if you kept the NES specs in mind, making a new enemy group (like Stalfos, Ghini, and Gibdos, which theme fit) probably won't hurt you as well, as long as you keep memory limitations in mind. Outside of Ghinis, I wouldn't advise using any other OW enemy in the underworld.

    Hope this helps. I've been posting this and most people don't understand how this works or the memory limitations of the NES sad to say. Hopefully this gives a better explanation.

    -James

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

    Game Projects
    Zelda Classic:
    Completed: Zelda NES Remastered, Demo 1st Quest, Demo 2nd Quest, James Quest: Remastered (V 2.1), Memorial Quest, New Quest 2 2015. New Quest: Rebuilt
    In development: Demo SP, James Quest: Remastered (V 3.0)t, 6QI

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