Save states makes AoL very beatable and a surprisingly solid and well paced game for all the flack it typically gets.
On the contrary, I'm not even sure what SMB can be, unless they're just very boring and give you tons of lives (which I'd be a little surprised at, since the game can't even display double digits properly). I wouldn't be shocked if SMB 3 just has the 28 P-Wings though.
If Metroid is just a save state of something you could get from a password input I'm gonna laugh.
Having to dick around for a few minutes just to refill health is a design flaw.Not really a design flaw. It was never an issue for me because there's lots of "enemy generators" that let you keep blasting them for energy refills until your full again.
Nintendo doing more ROM hacks, eh?
All they really needed to do was give folks an overworld map button, with a map that has a lot of good locations marked. If they really wanted to go further, they'd edit Link's movement to make sword combat easier, and along with turning while running.
Rest of the game is fine and didn't changing.
But I guess this is from the makers of this:
I mean, people can play what they want, but I think if a creator is offering a worse option, you're basically taking a good experience away from folks who don't know any better.
They are better ways to fix your game design or accommodate players than just padding stats of a player to overcome challenges easier. It just seems a little low effort and thoughtless.
What you are describing would take a significant amount of work while changing some values to give players more items/money is a rather easy thing to do.
If this version of Zelda is anything to go by, I wouldn't expect anything fancy from the other SP releases.
Neat concept in theory, but how it's executed for LoZ just ruins the game. It gives you so much stuff right off the bat and pretty much takes the exploration aspect right out.
I played blind my first time and can't tell you how exciting it was to find something by bombing walls and bumping into statues. Yeah, I did spend a chunk of time doing so and eventually started a new play through with a guide.
But we already have save states. That should be enough tbh.
Yeah I can't help but feel bad for newcomers not experiencing the game the traditional way; starting with nothing and each item feels really important when you get it. Get an old guide out and print a real paper map and go fully old school.Sounds like it's got one eye on luring in BOTW fans. Starting the game with the ability to go anywhere and with the suite of tools and skills feels a lot like forcing the old game into the new game's shape.
I mean, people have had 30+ years to take a crack at the original Zelda by now, it's been released on everything, sometimes multiple times. If adding a special mode that lets players blast through it a little more easily means that people who'd be discouraged at its more awful parts are inclined to keep going, who are we to say it's not a valid way to have fun? Original mode will continue to exist in perpetuity.
Heck, I think it's even a sweetener for the people like you and me who have already played it before, sometimes a bunch of times, and wouldn't mind flying through again but don't really feel like droppin 20 hours on it and just wanna get down to business.
That's cute. My usual route involves collecting everything I can before even attempting Level 1, so this is basically useless for me, but it does take out a solid 30-40 minutes of finding random rupee and heart container locations, items to buy from the cheapest shops and exploring over 50% of the world before even starting the game for real.
Yes, please. Then I might finally be able to beat that fucking game. It's been over 30 years and I still can't get much past the double Abobos in the forest.Dr. Mario (SP)
Metroid (SP)
Super Mario Bros. (SP)
Super Mario Bros. 3 (SP)
Double Dragon (SP)
Gradius (SP)
Oh, just a save state, eh? So not a evolution of nes remix...
To be honest, I would prefer they did something like a color swap on the entrance of the dungeons. Man, without a guide it's impossible to find all that, unless you burn every bush, bomb every wall. That's is the main struggle in that game, that's for sure.
DOH! Thank you.
"Obviously"There is one dungeon that requires a bomb and one that requires a bush. The bush is already obviously telegraphed and the bomb has an in game clue. They are the last two dungeons.
That's pretty cool. If they did something like this for The Adventure of Link I might actually be able to beat it.
Do this for AOL and I will play it and unashamedly say that I finally beat it.
Save states makes AoL very beatable and a surprisingly solid and well paced game for all the flack it typically gets.
The old man says secret is in the tree at the dead end, and it's a tree obviously obstructing a narrow path. I imagine most players tried burning it just to clear the way, it's pretty hard to miss."Obviously"
There are dozen and dozens of isolated bushes in the game, and I will not go around every single one expecting to find a goddamm dungeon below one of them. And the bomb one it's not that easy to find when holders keep falling at you.
Outside of the first two, all the other dugeons are really obtuse to find. No wonder they ditch the concept going forward in the series.
Oh, I actually did beat it legit as a kid, but nowadays it's going to be hard to convince anyone to put in the time needed for that.Not gonna lie, post like these make me feel proud to have beaten Adventure of Link back in the 80s, without any help or anything. It's literally the first time I actually enjoyed the challenge of a game.
Yup. I tried using bombs and burning it simply because it was so conspicuously on the way. Then I found the hint way after the fact and went ohhhhhhhhhThe old man says secret is in the tree at the dead end, and it's a tree obviously obstructing a narrow path. I imagine most players tried burning it just to clear the way, it's pretty hard to miss.