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.
All this effort put into......NES games. I'm legit disgusted and confused at the same time.
At this point, I'm also not sure. I'm reconsidering my position on Deadly Towers.I can't tell if this is /s or not, so I guess I should nod in approval.
HA! Sick burn, fellow hardcore Gamer!!!! Git gud, dirty casuals!!!
Well, I gave up early in the game and follow a guide till the end, since at the time my English was also pretty bad, so I missed that. But I played other entries if the franchise before this one and didn't had so much trouble in those, so...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.
Grinding for money and bombs/arrows wasn't really great game design.
"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.
I don't recall the game that well, but there also clues for things that are not dugeons right? I remember when I tried to beat the game again years later without a guide I repeatedly read too much on what I believe where hints and end up wasting few hours hitting a brick wall. A rock wall actually, optional stuff can be as hidden as possible, but when how much progress you will have in the main story is up to you randomly coming across the right hint is not really compelling.It's a bush dead center of a narrow path with no way to walk past it.
Dungeon 3 is out in the open, and is shown in the instruction manual. You get a raft in that dungeon that can be used in exactly two places and one of them is dungeon 4.
4 has a clue that tells you to keep going up in the hills, and the repeating screen that leads to 5 is obviously some kind of gimmick that should inspire investigation.
6 is out in the open again.
Inside 6 a guy tells you to use the whistle where fairies don't lie, and 7 is found by blowing the whistle in a pond that looks identical to the fairy ponds, but with the fairy suspiciously absent. It is one screen away from a typical fairy pond so you will notice the discrepancy.
Then there's 8 which is obvious and 9 which has a clue about "spectacle rock" that's too abstract. It's the very last dungeon and the only actual head scratcher. There is another rock in the starting area that looks identical and is also bombable, at least.
People want to speed through these games instead of actually engaging with them and exploring and experimenting. Even the blue ring location, probably the most hidden thing, is given away by the map if you're paying attention. The game is perfectly beatable without a guide with the possible exception of the final dungeon.
Definitely starting with the long beam, high jump, and a few energy tanks.Please make the SP version of Metroid having a longer range shoot.
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.
So much truth to this. Darknuts don't give me any issue, but those blue Wizzrobes can suck a dickYou can be a big man with your souped up Sword and fancy ring, but Dark Nuts and Wizzrobes will still fuck you up if you're reckless.
It raises questions of why it doesn't just START from the title screen, then...It's both. The SP version is modified to always reset to that save state initially but if you die and exit the game back to the save select screen, there is a save with "LINK" already made with that souped up character in the first slot.
Dr. Mario (SP)
Metroid (SP)
Super Mario Bros. (SP)
Super Mario Bros. 3 (SP)
Double Dragon (SP)
Gradius (SP)
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.
Use this: https://drive.google.com/file/d/0B5LYoi7JJjZSdG55azE0cWNiVTg/view
"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.
"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.
People want to speed through these games instead of actually engaging with them and exploring and experimenting. Even the blue ring location, probably the most hidden thing, is given away by the map if you're paying attention. The game is perfectly beatable without a guide with the possible exception of the final dungeon.
The traditional old school way sucked, there's a reason why modern games moved on from that.
Even Breath of the Wild doesn't make you do that.
BotW gives you an in game map. The first game you needed a paper map. BotW gives you in game clues in the quest description. The fist game you needed a paper guide. Both games have lots of secrets. In these respects I find the 2 games very similar, so long as you have a guide.The traditional old school way sucked, there's a reason why modern games moved on from that.
Even Breath of the Wild doesn't make you do that.
I think this would be a way better compromise, IMO. Never understood why the series stuck to this tradition for so long.The perfect edition of original TLOZ would be just giving full health upon restart (if you have more than 3 hearts, that is)
"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.
But if Ganon's still giving you a hard time, the power of money will overcome! Just buy yourself some more items and give it another shot!
Do you want your game to be banned from China, Nintendo? Because that's how you get a ban from China.But if Ganon's still giving you a hard time, the power of money will overcome! Just buy yourself some more items and give it another shot!
I never tried burn it because it didn't really block my path to the other side, I found another way around. And also because I never expected a dungeon below it. Like I said, I played it after playing other entries, never expected something so fundamental above a average looking bush.The one dungeon hidden under a bush is genuinely obvious, because the bush is blocking off an intersection. Every player who sees it with knowledge that they can burn bushes will try burning it and will find the dungeon; it really couldn't be any more telegraphed.
I could swear it not the only bush to block a path in the game. Why should I think this was not another one?Gee I wonder what bush you should burn.
It's also worth noting that this particular bush "configuration" is entirely unique. Meaning, there's no other bush that is placed even remotely similar to this one in the entire game.
There are plenty of issues with this game that I think are completely fair, but I never understood this one. It's actually kind of cool that they hid a dungeon here, it rewards exploration and if a player found it way beforehand it might make exploration more interesting, because you're not entirely sure what would be underneath each bush. There could be a whole dungeon down there.
That's rather slow and tedious though. There's really no point to it.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.
I could swear it not the only bush to block a path in the game. Why should I think this was not another one?
Also, read my other answers in this thread.