The Legend of Zelda: Ocarina of Time 3DS
#1036
Posted 18 August 2011 - 04:25 AM
#1037
Posted 18 August 2011 - 05:32 AM
It's possible, you just need to do the VAR beam glitch to have both spazer and plasma on the same time, while also firing it with the right beam combo in a tall enough room, leave the room, turn off the beam, go and save. The next time you start playing you will start from the very start but keep all your items. (Except normal missiles.) This means you can collect so many upgrades in theory that the game just downright breaks.
You don't keep normal missiles since the cut scene at the start of the game enables missiles and than resets the stat once the cut scene is done. THE MORE YOU KNOW!*
Not being a Metroid fan, I will just blink, stare, and nod.
I believe Master Quest also allows some DIFFERENT sequence breaking that wasn't possible in the original OoT. So even though this extreme challenge you speak of might not be possible in exactly the same way, you could concoct something similar. After all, if you're considering doing an "extreme challenge" at all, I must assume that you are playing the game through over and over and over again...
Adds nothing to the challenge?... Really, that depends entirely on the specific sequence break. Some aren't hard at all. Hell, doing the Spirit Temple first is even EASIER, in my opinion. But other sequence breaks throw you a total curve ball. I haven't played OoT for awhile, so I'm not gonna try to pick out a specific example, but your logic certainly wouldn't apply to getting the Magic Key first in Zelda 1, even though it's something you'd "have to do anyway"...
Really?... JUST that....? .....That's...an oddly VERY specific objection to make, even odder than objecting to the removal of the Fire Temple BGM's lyrics in the original OoT....
It's almost kinda sad. I probably had more fun using that glitch to explore random places on the overworld then I had actually playing the rest of the game. Fun glitch...
Since they programmed this new game from scratch, it is very, very, very, VERY unlikely that the same bug would still show up, unless they intentionally added it back in. I have yet to encounter a ground-up remake that had a truly broken bug that was intentionally added back in. (It's a little misleading to say "still in," because bugs are a system error, and the new system was recoded from scratch.)
The most you can hope for is to look for NEW bugs. Nintendo was probably more thorough this time around, but a more complex engine means more stuff to check, so it's always possible they missed something which turns out to be pretty cool.
On the other hand, WW and TP were both quite a bit less buggy than OoT, for better or worse...
#1038
Posted 18 August 2011 - 06:12 AM
On the other hand, WW and TP were both quite a bit less buggy than OoT, for better or worse...
Um, for better of course. I mean, nobody wants to play a buggy game. Just remember things like... Gothic 3. Bugs are no fun. That's what I like about Nintendo so much. They release their games after good bug testing. But well, games on consoles tend to be less buggier than PC games anyways, so there's that.
#1039
Posted 18 August 2011 - 06:34 AM
Um, for better of course. I mean, nobody wants to play a buggy game. Just remember things like... Gothic 3. Bugs are no fun. That's what I like about Nintendo so much. They release their games after good bug testing. But well, games on consoles tend to be less buggier than PC games anyways, so there's that.
Some bugs adds to the game though.
Metroid prime (1 and 2) have a bunch of bugs which makes it so you can sequence break (which is a huge thing in super metroid) they patched most of them up in the re-release prime trilogy, needless to say, it takes away from the game more then anything.
#1040
Posted 18 August 2011 - 05:34 PM
the space boots early
Edited by Cukeman, 18 August 2011 - 05:34 PM.
#1041
Posted 18 August 2011 - 06:32 PM
No buy from me (Even though I lack a 3DS) simply because they removed the random green tiled rooms from the Fire Temple :/ now they use graphics similar to the rest of the dungeon.
Really?!?! AWW HELLZ NO!! I loved the green tiles!!
But still, when I get a 3DS, OoT will be a first buy
I could never get the sequence break to work in MP1 where you jump off Samus' ship to get
the space boots early
Me either :'(
#1042
Posted 18 August 2011 - 06:37 PM
#1043
Posted 19 August 2011 - 01:45 AM
#1044
Posted 19 August 2011 - 02:22 AM
But still! Those green rooms felt so....different!
#1045
Posted 21 August 2011 - 01:02 AM
...
Anyways.
I love the new dungeon layouts. It actually gave level 1 some difficulty while levels two and three, which were pretty good dungeons already, had a new, unique, and interesting spin on them. And with the mirroring, it's slightly more of a challenge and slightly more fresh that way. My only regret is that nothing outside the dungeons has been changed. Which, come to think of it, I guess it'd be slightly difficult to do that, so I'm glad they inserted the mirroring, which makes it a bit more fresh, but it's still the same thing on the overworld, which kinda lessens the Master Quest version a bit. Though I guess you're replaying OoT either way if you go straight from the original to the Master Quest after beating the original.
I've also been thinking about a list of what I would've done if OoT 3D had been given to me to decide what changes should be made, if any. I forgot everything I wanted to write down, but I had a short list, and maybe I'll remember all the points as I write them. If not, I'll add them later. And I'm also interested to hear what everyone else thinks about it. But anyways, my list of what I'd've done to improve OoT 3D:
- More enemies in Hyrule Field. Plenty of people have said this, but I misconstrued them as thinking they were knocking Hyrule Field itself. Which I honestly think is a fine size; I never hear anyone knock Majora's Mask's teensy field. Where I will side with them is it could've used a few more enemies and made it more exciting. The branching areas (namely Lake Hylia and Zora's River) had a good enemy count, for example.

- Tweak swordplay a small bit. They did add some neat things like Link occasionally spinning his sword in his hand while L-targeting a foe, like he did in Twilight Princess, but I would've also added the ability to draw your sword just by tapping B without swinging it. If you hold it, or if you're targeting something, then it would swing on the draw. I wouldn't have incorporated the hidden skills from TP, but I would have added in the ability to do a spin attack in either direction. Not that it means much, I just think it'd be cool.

- Replace the Great Fairies with the one from TP since she has less clothing. KIDDING. ... maybe. But this point does have to do with the Great Fairies: TONE DOWN THE ANNOYING LAUGHTER. I would've removed some of the instances of the clips, or replaced it altogether with something less irritating.
- Speaking of annoying voices, did anyone else think Navi somehow got more annoying in the 3D version? I swear, I never really minded her before, but I got annoyed with her more than usual in this one. Did you know she actually parrots Nintendo's pointless and annoying "Take a break!" messages?! "Hey, Link, are you getting tired? I sure am. Why not take a break and rest for a while? If you do take a break, be sure to press START and save your progress before quitting!" SHE ACTUALLY SAYS THIS. MORE THAN ONCE. I would have shot the man who suggested putting that in on sight. Okay no I wouldn't have but I might've had a strong urge to slap him.
- I know I had at least one or two more but I can't for the life of me recall what they were. But I just came up with one I'm pretty sure wasn't one of them: The aiming controls. The gyroscope aiming was beautiful. Don't get me wrong. But have you tried aiming with the circle stick? It's horrendous. It's slow, unlike any of the other 3D Zelda games or the original N64 version of OoT. And kinda cumbersome. If you're unable to use gyroscope aiming and have to resort to the circle stick (or just don't like gyroscope aiming), it's very unreliable if you can't L-target what you're trying to shoot at. I would've made sure it was just as quick and sharp as previous aiming in other 3D Zelda games was.
#1046
Posted 21 August 2011 - 05:05 AM
Adds nothing to the challenge?... Really, that depends entirely on the specific sequence break. Some aren't hard at all. Hell, doing the Spirit Temple first is even EASIER, in my opinion. But other sequence breaks throw you a total curve ball. I haven't played OoT for awhile, so I'm not gonna try to pick out a specific example, but your logic certainly wouldn't apply to getting the Magic Key first in Zelda 1, even though it's something you'd "have to do anyway"...
The way I see it, you're going to end up doing the dungeons anyways and you won't be getting more hearts out of it, so the only things that would alter the difficulty significantly are the hookshot and longshot (I'm only using the hammer for puzzles) because of their stunning capabilities which you are pretty much forced to get in the intended order. I mean sure, it's hard as hell to go through the desert with no lens, but is it actually a fair challenge or just a feat of strength in which you prove you have good memory?
Also, I beat the reviving stalfos in the normal quest for the first time ever with 3 hearts. I usually just find myself BSing them and taking lots of damage. Now I need to eliminate the small amount of damage I do take so I can do the same in Master Quest...
#1047
Posted 21 August 2011 - 12:12 PM
#1048
Posted 21 August 2011 - 02:49 PM
I haven't played it. My brother went out and, for whatever reason, thought it'd be a cool idea to bring the 3DS with him.
That was about two hours ago.
#1049
Posted 21 August 2011 - 03:59 PM
#1050
Posted 21 August 2011 - 07:40 PM
Score.
Edited by Rem, 21 August 2011 - 07:40 PM.
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