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#121 Matthew Bluefox

Matthew Bluefox

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Posted 07 May 2025 - 08:10 AM

There was an annoying bug with the music of a single dungeon colorset theme, so I replaced the music of the bonus level in 1st HM as well as the pastel green / blue liquid theme dungeon music in 1st / 2nd LL and CC by two new tracks from Big Joe (part of his collection). Those dungeon themes that got replaced by the new music in the individual quests were also replaced in the UC quest which contains all of the individual dungeons in a single big quest (reminder). ^^

 

The update is now live. :)


Edited by Matthew Bluefox, 08 May 2025 - 06:13 AM.


#122 Matthew Bluefox

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Posted 20 June 2025 - 05:33 AM

A youtuber pointed out during a playthrough of Hero Mode 2nd Quest that an open door can't be walked through since there is a wall from the opposite room blocking it. The game used to work in a way that these 1-way doorways would still work. Apparently this changed, so I had to place a 1-way shutter instead of a simple wall in the other room to make it possible to traverse. If you find any more of these, please report it here. Thanks in advance. :)

 

Since that dungeon is also in Ultimate Challenge, I changed it there as well, so both ZIP files (Hero Mode and Challenges) had to be updated.

 

The patch is now live.


Edited by Matthew Bluefox, 14 September 2025 - 10:39 AM.


#123 Matthew Bluefox

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Posted 25 August 2025 - 10:13 AM

Over two months later, I found three minor issues in the Ultimate Challenge quest which can affect gameplay in very rare cases.

 

1. In Level 9-1, in the Patra 3 screen right below Ganon's room: If you decide to warp back to Screen 03 through the passageway, it takes you to Screen 03 of Level 9-6 instead of Level 9-1. This has been fixed now.

2. In Level 6-5, the exact same issue (Level 6-6 instead of Level 6-5) was spotted at one passageway. This has also been fixed now.

3. The walkthrough wall zig-zag passage in Screen 0E of Hyrule has been turned into unwalkable solid rock. Visually those two rock elements are identical, but Link could walk to a certain point and end up somewhere in the middle of the screen. This is a remnant of previous quests where a path existed from that location.

 

The patch is now live.


Edited by Matthew Bluefox, 14 September 2025 - 10:39 AM.


#124 Matthew Bluefox

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Posted 14 September 2025 - 10:39 AM

Addition of two variants of Hero Mode have been added in the latest upload, called Master Mode. It's a lot harder than Hero Mode, but all secrets remain the same except for two new ones in Level 6 (MM1) and Level 5 (MM2) with a pushable block in a room that had no secret in Hero Mode. Additionally, I changed a few small things as follows:

 

1. In the Crazy Challenge, I made a burnable bush easier to spot that has a quite early heart piece in it. It's where a dungeon is hidden in the original NES Legend of Zelda's first quest.

2. In all quests with the Hyrule overworld, I put the "No Enemies" flag on the dock tiles (far right side of the map).

 

The Master Mode has been thoroughly tested. However, there can still be inconsistencies or small bugs. If you find some, please post them here or let me know by sending me a private message.


Edited by Matthew Bluefox, 18 September 2025 - 10:53 AM.

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#125 Matthew Bluefox

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Posted 18 September 2025 - 10:53 AM

Since I had some more time available, I went over all quests and decided to do something that modern Zelda players who wanna try an older game will appreciate.

 

Patchnotes 1:

 

All except MM1 & MM2: Bombable and burnable trigger textures are now visually distinct. It's much easier to spot a bombable rock or a burnable bush now.

The opposite for MM1 & MM2: Made the previously other colored Armos and the L2 entrance bush of MM2 the same color as all others to not give away the secret easily.

 

Patchnotes 2:

 

All Quests: Turned all smaller bush combos solid, though I wonder why weren't they non-solid in the first place by default?

 

Both patches are now live, the quests are now safe for download again.


Edited by Matthew Bluefox, 21 September 2025 - 12:31 AM.


#126 Matthew Bluefox

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Posted 23 September 2025 - 07:17 AM

I've added a new dungeon color set (violet/cyan) for Lost Levels and the two challenges. Two of the Level 8s (LL1 and CC) received a new soundtrack as well, since the white/red combo is usually reserved for Level 9s with MIDI music. Some dungeon themes got swapped around for less monotony.

 

This patch is purely for visual and audio and contains no gameplay change at all. Each dungeon color set and soundtrack (except Level 9 and bonus levels) is now used between two and four times out of 48 regular dungeons.

 

HM1/MM1 - L1 teal/blue, L2 blue/red, L3 softgreen/red, L4 gold/blue, L5 green/red, L6 gold/red, L7 green/blue, L8 white/blue, L9 white/red

HM1/MM2 - L1 teal/blue, L2 softgreen/red, L3 blue/red, L4 green/red, L5 gold/blue, L6 gold/red, L7 white/blue, L8 green/blue, L9 white/red

LL1 - L1 softgreen/blue, L2 teal/red, L3 brown/orange, L4 green/blue, L5 gold/red, L6 brown/lilac, L7 blue/cyan, L8 white/red, L9 white/blue

LL2 - L1 brown/orange, L2 softgreen/blue, L3 teal/red, L4 green/red, L5 blue/cyan, L6 violet/cyan, L7 gold/blue, L8 brown/lilac, L9 white/red

LL3 - L1 gold/red, L2 teal/blue, L3 white/blue, L4 violet/cyan, L5 brown/lilac, L6 blue/red, L7 brown/orange, L8 softgreen/red, L9 white/red

CC - L1 blue/cyan, L2 gold/blue, L3 brown/lilac, L4 teal/red, L5 brown/orange, L6 softgreen/blue, L7 violet/cyan, L8 white/red, L9 white/blue

UC - All of the above in one quest

 

Times used: 3x teal/blue, 3x teal/red, 3x blue/red, 3x blue/cyan, 3x softgreen/red, 3x softgreen/blue, 4x gold/blue, 4x gold/red, 3x green/blue, 3x green/red, 3x white/blue (except L9s), 2x white/red (new, except Level 9s), 4x brown/lilac, 4x brown/orange, 3x violet/cyan (new)

 

Patch is live.


Edited by Matthew Bluefox, 27 September 2025 - 01:20 AM.


#127 Matthew Bluefox

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Posted 25 September 2025 - 03:25 AM

This is the final entry of the log with ruleset changes to improve gameplay and prevent exploits.

 

1. I enabled the rule in all quests to make sure that your last used bomb won't deselect the item in the subscreen, so you can still detonate it without having to switch back to it.

2. I made Lanmolas no longer respawn (boss type enemy). I'm not sure if this works consistently, but there was a rule that says "Lanmolas keep room dead", I enabled it to make re-runs a bit faster after a death far into the dungeon.

3. I adjusted the dropset rule to no longer drop items with full capacity. Example: If you have 20 out of 20 bombs, bombs will no longer drop until you drop to 19 or below. The same goes for arrows, magic and rupees. Magic fairies are not affected and will still drop.

4. I enabled the permanent secrets in dungeons rule (which wasn't possible in Version 2.10 or below). Secrets with Flag 16 to 31 will stay once triggered, which is also an improvement (shooting statues with arrows, whistling on a certain spot, pushing a block multiple times etc.).

5. The first shot on a Gohma is no longer free (from all sides and even when it's eye is closed). You have to hit the Gohma properly from below into it's eye just like when it's already damaged.

6. You can now speed up text messages with the A-weapon (sword) button.

 

A few critical bugs (that have somehow not been detected by any player, including me) have been eliminated.

 

1. Most importantly, the Level 9 entrance in all Lost Levels quests has somehow lost it's interactivity due to a combo data reversion, I had to fix that as well (should be "Cave Walk Down [A]" instead of "None").

2. In the Ultimate Challenge, I had to fix a wrong Level 7-1 Triforce room side warp leading to Screen 72 instead of 42 in Hyrule.

3. All ice and stairway combos I had fixed years ago somehow turned from "None" into "Slow Walk" again. All is now again normal walking speed.

4. Locked door in Level 9-1 that could be skipped by a legit warp stairway has been moved to a place where you actually can't proceed without using that extra key.

 

Patches are now live.


Edited by Matthew Bluefox, 07 January 2026 - 02:06 PM.


#128 Matthew Bluefox

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Posted 14 March 2026 - 12:41 PM

Since Master Mode was the last of the additions to the quests I made, two small bugs managed to slip through.

 

1. In the (altered) boss room of Level 5 in the 2nd Quest which is now a Gleeok instead of a Patra with the Gleeok room layout. There was a Flag 2 set on the bottom left block and of course there was no undercombo since there is no secret set for that room. The Flag 2 has been removed and no block should be pushable anymore in said boss room.

 

2. The hint from the old man in Lorule (where Level 1 is in Hyrule) is mentioning the "Plasma" Candle (from Hero Mode) ... it's getting boring that I keep just overlooking such stuff and have to patch a whole pack just because of six letters in a message. I renamed it now to the "best" candle (in this case the nuclear). 

 

Thanks for the German Youtuber Peti who accidentally stumbled upon this bug in his playthrough.

 

I added a new color set to the bonus dungeons of Hero / Master Mode 1st and 2nd Quest since I had to re-submit the quest ZIP anyway. That new color set is also in the Ultimate Challenge where all bonus levels re-appear. Therefore, I just uploaded all quest ZIP files again, to make sure I didn't miss anything.

 

Patches will be live with the next push on PureZC. Edit: Now live.


Edited by Matthew Bluefox, 18 March 2026 - 12:39 PM.



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