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04-28-24 02:11 PM
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Acmlm's Board - I3 Archive - ROM Hacking-Related Releases - Zelda: Parallel Worlds *Released!* New poll | |
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beneficii

Broom Hatter


 





Since: 11-18-05

Last post: 6282 days
Last view: 6278 days
Posted on 12-31-06 10:52 PM Link | Quote
Kailieann,

I can understand what you're saying, it was quite a bit going through that dungeon, and what sucks more is if you get game over in there, then you have to start the whole game over again.

As for the big key, I believe the readme to the game mentions that there are 2 different big keys for each dungeon, one big key for the doors and the other big key for the chests.

EDIT: Looking at Stifu's edit 4:

http://board.acmlm.org/thread.php?pid=198260

I did the same with the cliff and that house. I didn't get stuck there, same as Stifu, but once I talked to the girl near the house, I got stuck in an endless loop of conversation with her. Which made me have to restart.


(edited by beneficii on 12-31-06 04:55 PM)
(edited by beneficii on 12-31-06 04:56 PM)
(edited by beneficii on 12-31-06 04:56 PM)
MogGuy

Kabu


 





Since: 12-03-05
From: Look behind you...

Last post: 6318 days
Last view: 6285 days
Posted on 12-31-06 10:55 PM Link | Quote
Quick question: Do any dungeons have more than one item? I just beat Din's Catacombs and got an item, but there were still a few areas I couldn't reach, and I wanted to make sure I didn't miss another item

To ^^: There are two different Big Keys now. And the original had a lot of backtracking, too (Ice Palace, anyone?)
Black Telomeres

Gator


 





Since: 10-12-06

Last post: 6283 days
Last view: 6278 days
Posted on 12-31-06 11:15 PM Link | Quote
Now now, you aren't allowed to complain about level design in a hack that took someone 3 years to make. What you are allowed to complain about is difficulty, which I will now do: Whaaaarrs mah hearts under pots? Hearts have been made rare as hell at least in the bit I've played, nearly forcing you to use savestates to not take any hits.
Kailieann



 





Since: 11-18-05

Last post: 6278 days
Last view: 6278 days
Posted on 12-31-06 11:20 PM Link | Quote
I beg to differ. Bad level design is bad level design, regardless of how long it takes.

Levels -- especially in adventure games like this, should be at least somewhat streamlined, and not require the player to spend hours going back to the start of the level over and over again to find item after item.

As I said, everything up to the Guardhouse was great, but once I actually got there..

*shrug* I prefer games that are fun, not frustrating.
D 2007
D


 





Since: 02-19-06

Last post: 6326 days
Last view: 6326 days
Posted on 12-31-06 11:26 PM Link | Quote
Originally posted by Black Telomeres
Now now, you aren't allowed to complain about level design in a hack that took someone 3 years to make.
Wrong.

If it took 3 years to make, it should be mostly flawless, or damn close.

Reading the comments in this thread has managed to put me off from playing this, and I was literally going "Holy shit, incredible". But aparrently that's all it is: looks.

Seems like a royal pain in the ass when you start playing it.

Having to restart the entire game from one Game Over, especially in a very difficult hack, is just plain fucking stupid.
Black Telomeres

Gator


 





Since: 10-12-06

Last post: 6283 days
Last view: 6278 days
Posted on 12-31-06 11:52 PM Link | Quote
But you're complaining about the difficulty, not the level design in that post.
Dr_Death16

970


 





Since: 05-07-06
From: Iowa

Last post: 6278 days
Last view: 6278 days
Posted on 12-31-06 11:55 PM Link | Quote
Originally posted by Black Telomeres
But you're complaining about the difficulty, not the level design in that post.

[15:55] <Kailieann> With regards to the Zelda hack, all I can say is
[15:55] <Kailieann> There's a huge difference between a new and refreshing challenge
[15:55] <Kailieann> And hours of pointless, frustrating backtracking

Well put, don't you think? It's been said over and over, yet you haven't realized this.
D 2007
D


 





Since: 02-19-06

Last post: 6326 days
Last view: 6326 days
Posted on 01-01-07 12:00 AM Link | Quote
I fail to see how pointing out that you can actually accomplish things you shoudn't be able to at various parts of the game, and even experiencing such a stupid bug like that, can be "difficulty".

Not to mention the obvious, obvious problems everywhere else.

It shows that this hack wasn't playtested very much, if at all.
Black Telomeres

Gator


 





Since: 10-12-06

Last post: 6283 days
Last view: 6278 days
Posted on 01-01-07 12:05 AM Link | Quote
Level design is about beauty and insanity, not about increasing or decreasing difficulty. It may have that outcome as a side effect, but beauty and insanity should be the goal. Requiring insane physical feats of precision and enginuity, such as getting through most of the dungeon with no sword, are the real problems.
D 2007
D


 





Since: 02-19-06

Last post: 6326 days
Last view: 6326 days
Posted on 01-01-07 12:07 AM Link | Quote
Oh. Silly me.

I thought it was about being fun.

Black Telomeres

Gator


 





Since: 10-12-06

Last post: 6283 days
Last view: 6278 days
Posted on 01-01-07 12:09 AM Link | Quote
Some games are made for fun. Some are for a combination of things, including fun. If the game was made just to allow you to have fun, you would not be allowed to die in the game at all, because dying isn't fun.
D 2007
D


 





Since: 02-19-06

Last post: 6326 days
Last view: 6326 days
Posted on 01-01-07 12:14 AM Link | Quote
Originally posted by Black Telomeres
Some games are made for fun. Some are for a combination of things, including fun. If the game was made just to allow you to have fun, you would not be allowed to die in the game at all, because dying isn't fun.

There's a difference between "Damn, that was close, I'll give it another shot" and "Wow, I have to start the entire game over because it's too easy to die, and I'm only in the first part of this game".

There's a reason there are things like "difficulty curves". Being insanely fucking rediculous at the start is being stupid.

Unless it's meant to be that way, like Super Metroid Impossible. In which case the fun is in the challenge of managing to beat it using any means nessacary (i.e. savestates/slowdown).

This is just pointless frustration.
Kailieann



 





Since: 11-18-05

Last post: 6278 days
Last view: 6278 days
Posted on 01-01-07 12:16 AM Link | Quote
I would only like to add that even with the judicious application of savestates and cheating, this hack is still annoying as hell.
Black Telomeres

Gator


 





Since: 10-12-06

Last post: 6283 days
Last view: 6278 days
Posted on 01-01-07 12:23 AM Link | Quote
One could argue that because the hack creator made it to be that way, it was indeed meant to be that way. Thus, treat this hack as Zelda 3: Impossible and say it's ok for it to be that way.

But why argue about difficulty? It's obvious its extremely difficult. However, that has little to do with the level design. Backtracking is used in many videogames today and people tolerate it. And I don't even think I'd played the game for an hour and I'd already backtracked a few times to see if there was something I missed, so it isn't really a long backtrack.
MogGuy

Kabu


 





Since: 12-03-05
From: Look behind you...

Last post: 6318 days
Last view: 6285 days
Posted on 01-01-07 12:24 AM Link | Quote
I've made it through the first 5 dungeons without much difficulty. There were only two parts were I felt frustrated:

1) The Armos Knights in Nayru's Cave

2) Farore's Isle, B1

There have been a few graphical glitches, sure, but that's why the creator has said he's gonna work to fix glitches.

A couple notes

1) What does the map button in dungeons do? Someone said it does something much better, but I haven't noticed anything

2) I love the Draegor sprite.
D 2007
D


 





Since: 02-19-06

Last post: 6326 days
Last view: 6326 days
Posted on 01-01-07 12:35 AM Link | Quote
Originally posted by Black Telomeres
One could argue that because the hack creator made it to be that way, it was indeed meant to be that way. Thus, treat this hack as Zelda 3: Impossible and say it's ok for it to be that way.

But why argue about difficulty? It's obvious its extremely difficult. However, that has little to do with the level design. Backtracking is used in many videogames today and people tolerate it. And I don't even think I'd played the game for an hour and I'd already backtracked a few times to see if there was something I missed, so it isn't really a long backtrack.

There's also a difference between "backtracking to find something you missed" and "backtracking the entire level with no defense and getting hit one time too many means you start the game over".
Ylle

Red Paragoomba


 





Since: 11-24-05
From: Sweden

Last post: 6327 days
Last view: 6327 days
Posted on 01-01-07 12:37 AM Link | Quote
Originally posted by D
Super Metroid Impossible.

I think you were looking for "Contra: hard corps on a keyboard impossible". 'cause...yeah.

Anyway, while the whole thing is cool and all, sometimes I get these "Oh, you HAD to put those spikes there, so I just had to walk that extra lil' centimters." moments.

While the overworld is overall solid, some of the placements of some things brings you to think "Is this just thing here to slow me down for no reason at all?". For someone who's not ultra-hardcore, it only makes me frustrated.

I love it, but its too hard for me.


(edited by Ylle on 12-31-06 06:38 PM)
Kailieann



 





Since: 11-18-05

Last post: 6278 days
Last view: 6278 days
Posted on 01-01-07 12:39 AM Link | Quote
No, he meant Super Metroid: Impossible.
The colon there makes a big difference.

I'll leave it to someone else to draw a parallel to the horrible grammar in the hack.
D 2007
D


 





Since: 02-19-06

Last post: 6326 days
Last view: 6326 days
Posted on 01-01-07 12:40 AM Link | Quote
I forgot the colon?

Damnit. Sorry, yeah, it's Super Metroid: Impossible.
Stifu









Since: 11-18-05
From: Your mom's bed

Last post: 6280 days
Last view: 6278 days
Posted on 01-01-07 01:02 AM Link | Quote
Originally posted by Black Telomeres
Now now, you aren't allowed to complain about level design in a hack that took someone 3 years to make.

As the others pointed out, this is definitely not an excuse, more like the other way around.
Anyway... It's true that this game is flawed:

-Typoed texts
-Repetitive stuff (like the wooden planks to open doors used everywhere in the guardhouse)
-Random bugs
-Various disturbing details... (like how soldiers and monsters are grouped together, like those "lost" aggressive soldiers in the misty woods... or how some soldiers talk to you calmly and are cool with you for no reason, while others attack you right away: no logic)

But that doesn't mean this hack is all looks or isn't worth a try... It's not that buggy and it's still quite playable.
Also, out of the 4 points above, #1 and #3 can be fixed rather easily...


(edited by Stifu on 12-31-06 07:03 PM)
(edited by Stifu on 12-31-06 07:16 PM)
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Acmlm's Board - I3 Archive - ROM Hacking-Related Releases - Zelda: Parallel Worlds *Released!* |


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