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Link's Birthday Deluxe

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Link's Birthday Deluxe


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#1 pixcalibur

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Posted 18 March 2016 - 12:07 AM

Link's Birthday DX is a solid quest by Mr. Z.  This is a remake of the original Link's Birthday, which I think this DX remake is a lot better with more music variety and dungeon balance overall.  Some items got removed from the original, which aren't needed in the DX version.  Other items get pushed to the side a bit, which is ok given fewer items to have to cram in uses for.  Actually feels more like a puzzle style quest as you'll see in the levels.  Enemy difficulty isn't over the top, which allows you to get by in later levels even if you forget some optional stuff.

 

Part 1 - Some basic exploration bits, though not much that we can do at this time.


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#2 TK8305

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Posted 18 March 2016 - 01:07 PM

Looks like Me and Team aren't the only ones covering this quest anymore.  xD



#3 Lüt

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Posted 19 March 2016 - 02:01 AM

It is interesting, how quickly we become dependent on the map function. I spent 20+ years playing the game never having it, and now after a year or two with ZC, I don't know what I'd do without it.



#4 pixcalibur

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Posted 19 March 2016 - 03:25 AM

It is interesting, how quickly we become dependent on the map function. I spent 20+ years playing the game never having it, and now after a year or two with ZC, I don't know what I'd do without it.

It's more for convenience and little reminders where to look, landmarks, etc.  Given most of us do not draw our own maps out, helps us not have to memorize everything.  

 

I make my own excel maps, so I can use that for reference and item locations.  Never played quests that had map function inside dungeons themselves yet.  So for LBDX, even with no map function in this quest, I have my own map open anyway that shows where most everything is.

 

Same concept with Slash.  Used to playing with plain stab in the older quests.  Now I'm so used to playing with Slash (in my top 3 favorite ZC things to have)


Edited by pixcalibur, 19 March 2016 - 03:27 AM.


#5 pixcalibur

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Posted 19 March 2016 - 04:14 PM

Part 2 - Level 1 is fairly linear, not much changed from the original.  More crisp wall and floor designs.  Some simple block puzzles here, which you'll find more of in this quest.  Don't mind the more puzzle based aspect in the quest.

 

Overworld exploration is pretty limited at this time, so just make our way to level 2 afterward



#6 pixcalibur

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Posted 21 March 2016 - 12:27 PM

Part 3 - Level 2 here.  Nice little bit with the train tracks, making it seem like an actual abandoned mine.  Fairly linear place otherwise.



#7 pixcalibur

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Posted 24 March 2016 - 01:30 AM

Part 4 - A short detour to pick up some goodies.  Takes a bit longer to get through here compared to the original given the many switches you have to step on to open the various passages.  Other than that, not too tricky a place to navigate



#8 Lüt

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Posted 25 March 2016 - 06:28 AM

It's more for convenience and little reminders where to look, landmarks, etc.  Given most of us do not draw our own maps out, helps us not have to memorize everything.  

 

I make my own excel maps, so I can use that for reference and item locations.  Never played quests that had map function inside dungeons themselves yet.  So for LBDX, even with no map function in this quest, I have my own map open anyway that shows where most everything is.

Yeah I remember you mentioning the Excel thing in the previous topic. You're quite exceptionally thorough like that.

 

Though, it's not to say that I haven't done my own series of screen-grabs and assembled some full map images myself, but I don't usually make custom notes beyond that.

 

Do you do that as a matter of habit with every quest you play, or is it just for ones you think are worth LPing?

 

Either way, for my own stuff, I always turn on spacebar maps in dungeons, or bonus areas, or checkpoints, or passages... or anything that's more than just a standard cave, honestly. Now that you mention it, I'm trying to think if I've seen dungeon maps in other quests... not that I've played a large amount... but I think there was one that had it. Can't remember it though.

 

Same concept with Slash.  Used to playing with plain stab in the older quests.  Now I'm so used to playing with Slash (in my top 3 favorite ZC things to have)

I'm beginning to get like that as well. I've always had a strong adherence to classic looks/gameplay when it comes to old games I've played for many years (including many others than just Zelda), but when a thing like that comes along... well, sometimes you just have to redefine the standard :)

 

I've also become addicted to an anti-bump item that I got with a script from Avataro/Zoria, and if I ever did another quest (unlikely), that and slash would be coming right at the start.

 

Also on the subject of items, I thought it was funny what you mentioned in part 2, about using the ladder the way it was intended. I don't think I've seen a quest where you use the ladder to actually climb a wall rather than just cross a gap. That's a surprisingly novel idea in Hyrule, it would appear.



#9 pixcalibur

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Posted 25 March 2016 - 06:45 AM

usually make those Excel spreadsheet notes for quests that I plan to LP.  Really no point in doing one for a quest that I'm not going to LP down the line.  Even with those quests that you can turn on maps, that's more for a general overview of the area.  I usually mark what's on the screen, passages (bombable walls, walk through walls, shutters, etc), etc.

 

Slash in ZC 2.1 if I remember was pretty bad given its rather limited range.  Much improved in 2.5

 

Is anti-bump regarding knockback from an enemy?



#10 Lüt

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Posted 25 March 2016 - 07:23 AM

I haven't had much 2.10 experience. I began playing my first custom quest on it many years ago, then it crashed really far into the game and took my save with it, so I didn't use it for maybe 2 years - then when I wanted to try the quest again, I checked for a newer version, and ended up with 2.50.0. Everything's been good since then.

 

And yeah, knockback's probably the correct term for it. It's not so much an issue with moderate amounts of regular overworld or early-dungeon enemies, like most of the stuff that's been in the videos here so far... but things like Patra 3? That's a nightmare even if you've got excess usages of Nayru's love, simply for the near-inability to land a hit in the first place.



#11 pixcalibur

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Posted 25 March 2016 - 01:15 PM

depends on what items you have in the quest.  Traditionally, yes, patra 2's and 3's can be a real pain with standard equipment.  Once you lose sword beams, have to let it corner you to prevent that knockback

 

Stuff like Slash, feather, custom items that can damage patras, etc can help level the playing field



#12 pixcalibur

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Posted 25 March 2016 - 08:39 PM

Part 5 - Level 3 got a makeover from the original, with better colors and nice distinction between floors, with the lower floors being darker.  Enemy balance also much better compared to the original.



#13 pixcalibur

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Posted 27 March 2016 - 03:14 PM

Part 6 - Level 4 isn't too tricky, more puzzle like now, better balance and better green colors with the dungeon designs.



#14 pixcalibur

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Posted 29 March 2016 - 10:50 PM

Part 7 - Not too much to explore at this point, so may as well work up the mountain with its fairly traditional lynel groups.  Good thing the key is still in the local area, so it's not that far out of the way from level 5



#15 pixcalibur

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Posted 31 March 2016 - 08:52 PM

Part 8 - Going through level 5.  More crisp tiles and walls.  And floor tiles that you can see as they flash on and off.  Yeah, the lens can be a pain to use given how fast it drains magic.  A few vire trebbles would've made magic less of an issue.  Luckily, magic won't really be that big an issue after this level.




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