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Please chime in on a proposed restructuring of the ROM hacking sections.
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Dante4212
Posted on 05-15-12 12:45 AM, in Zelda3 Parallel Worlds easy version idea (rev. 2 of 05-15-12 12:47 AM) Link | Quote | ID: 150918

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Puzzledude, I am a big fan of your work with Zelda. Believe me when I say that people like you & SePH restore a sense of childhood when it comes to your aLttP hacks.

As a fan of Parallel Worlds, might I please share some suggestions regarding your plans for remodeling the Guardhouse.

Backing up Lunaria's points, I think that sealing off the Guards kind of strips the difficulty out altogether. But the placing of items/number of guards can be more effective.

Think about the first time you played Parallel Worlds. Why did this hack stand out from all the others? New overworld? Possibly. New Sprites? They had a helping hand.
To me, the biggest (and pretty much coolest) aspect of this hack was that it mirrored the difficulty of current gen games, but with an old school appeal to it. To me, it's like the start of a book or movie. The creators need to reel in the audience the best they can within the first 10 minutes. If they can't reach them, then they've lost the audience. So you really have to "wow" them. How did Euclid & SePH achieve this? They hid the sword further into the opening. Suddenly, we had to rely on stealth, strategy and intuition instead of brute force barge-in-ask-questions-later.

I never got around to actually beating Parallel Worlds, despite making it to the Ice World, but I will admit that I've played through that opening of the Guardhouse so many times, I can almost always get the sword without losing two hearts.

I'm not saying "OH NO! LEAVE THINGS ALONE!". Don't get me wrong. A slight advantage to the easy side is very welcome. I had some thoughts, and let me know if they're even possible to code.

The video you posted allows the sword to be obtained much easier and sooner. While this does give the player an advantage, I feel it takes too much away from what made it so appealing in the first place. How about leaving the path to the Uncle the exact same, but don't allow Link to obtain the Sword & Shield and code the Uncle's dialogue to say something along the lines of "I've been caught... They've taken my equipment and probably locked it away in the Armory... Take this key.. ugh.. I saw one of the guards drop it. It's up ... to you.. now.."

And the key may open up a door after Link has ran into a dead end. And you could place two chests (one for the sword, the other for the shield) into the room with the lone Ball & Chain dude with the telepathic tile and call that room "The Armory". This way, the player still has to rely on stealth, strategy, and intuition, but it completely removes all the painstaking backtracking.

I like your idea of using fencing for "taunting" purposes. How about you flip it around, though? Have civilians (like you would find in Kakariko Village) trapped in fences or jail cells with Guards pacing around them. After all, this is a GIANT guardhouse, and the only prisoner is Princess Zelda. Seems pretty well-guarded for just one puny girl who can never save herself.

But again, just a suggestion. Keep it in mind!

Dante4212
Posted on 10-23-18 10:59 PM, in NES Tetris with Music A from the Game Boy version Link | Quote | ID: 166583

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Is there any way you can make a version of this compatible with infidelity's Tetris Zero hack? I've tried applying your patch on top of his hack, but it still remains Sugar Plum Fairy. Then I tried applying his hack on top of yours, but it had the same result.

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