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Most busted ZC mechanics of all time

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#1 Nightmare

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Posted 06 April 2022 - 10:05 AM

In honor of the Dawn of Sorrow party system breaking the 1st Quest and early versions of New Quest in half, I'd like to start a thread of what you think are the most busted, broken, cheap mechanics ever created in Zelda Classic, the type that have to be brought back to Earth.

I'll start with a good one: The Fire Boomerang from late 1.92/2.10

This item was the epitome of broken. Discussed by PM and me, and implemented by DN, this item can stun even the worst of original Zelda 1 enemies effortlessly. To make matters worse, it could be given a fire trail, which stunned everything for a half of a screen!!! What could devs, quest devs, and testers do? ABSOLUTELY NOTHING! All you could hope to do was fill with the strongest enemies, or not give it out at all or very late quest like a Red Ring.

This got nerfed in 2.50 with custom enemies and the defense system, so you could create enemies to block this monstrosity. This brought ZC back into line.

Fire away.

-James
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#2 Alucard648

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Posted 06 April 2022 - 01:54 PM

Hammer. His ability to bypass enemy shields, even unbreakable, obscene damage output, on par with L3 sword, and the fact, that in most quests it becomes available around level 5, breaks mid-game in half.

ZC 2.50+ definitely allievates "brokenness" of pretty much all older aspects by allowing quest designers to edit all enemies, items and other assets, let alone scripting...


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#3 Blackpaintbowser

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Posted 06 April 2022 - 04:55 PM

the wooden sword.

 

this item was so broken it made the beginnings of games extremely easy, it's power of killing of enemies was so powerful that the developers had to let you modify enemies to have more HP or be immune to the sword   


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#4 Dockside2012

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Posted 07 April 2022 - 11:43 PM

The purple-colored spell from the "A New Adventure" quest.

A spell that grants FREE Rupees and EXP!? If that is not broken, I don't know what is!

#5 Jenny

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Posted 08 April 2022 - 04:25 AM

if f6ing counts as a mechanic, that. especially if it refills health


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#6 Taco Chopper

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Posted 08 April 2022 - 06:02 AM

if f6ing counts as a mechanic, that. especially if it refills health

honestly it's up there, regardless of whether or not it's a "mechanic"

ZC devs please nerf f6ing



#7 Nightmare

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Posted 08 April 2022 - 07:48 AM

honestly it's up there, regardless of whether or not it's a "mechanic"

ZC devs please nerf f6ing

I've always thought that this is broken too, but there are ways to script that to control that.  But pre-2.50, yes, that could be considered too.



#8 Moosh

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Posted 09 April 2022 - 10:16 AM

Okay but what if I said...rings? Rings.

 

Pretty much everybody uses them, but what are they actually used for? Typically it's flattening the difficulty curve of a quest. You add tougher enemies? You add a ring to compensate. Every time the enemy strength doubles, another ring negates that jump. This isn't necessarily a bad thing. Zelda 1 did it too, plenty of games do this. But the exponential growth of ZC's defense upgrades is quite goofy. Same goes for sword upgrades, to a lesser extent, as dealing damage requires slightly more skill than taking it. Patra 3 is a rude enemy, fire gleeoks are a rude enemy, and 40 headed gleeoks are a very rude and stupid enemy. Whenever we see one of these enemies, however, there's usually a ring upgrade hiding behind that design. Rings encourage damage tanking and not engaging with enemy patterns.


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#9 Nightmare

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Posted 09 April 2022 - 11:13 AM

Sometimes tanking is a viable option against an enemy, but yes, you do have a point Moosh.

#10 Colin

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Posted 09 April 2022 - 01:38 PM

Master Sword and Gold Ring are pretty easy answers for reasons said above.

 

Though I was playing Z1 recently and one thing I noticed is the line between and easy enemy and a hard enemy is if the boomerang works on them. LoZ gives you the boomerang in the first level which gives you the definitive answer to a pretty broad class of enemies. It's not until you meet Darknuts and Wizzrobes that the challenge really ramps up again.

 

So while I hesitate to call it busted, I would say the Boomerang has a pretty huge relationship with how you interact with the game; to the point it's my default item, used nearly as often as the sword.

 

So maybe then for an actual broken mechanic is probably the Hookshot, which lets you stun some Wizzrobes, Darknuts, and some others IIRC. The fire boomerang obviously was already brought up.


Edited by Colin, 09 April 2022 - 01:41 PM.


#11 Flynn

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Posted 09 April 2022 - 02:10 PM

I would agree that the boomerang is secretly the most powerful item in the whole of the first two quests. Which is why it's a bit silly to make it available right away if you're making a quest. And those quests that include the gold ring and hammer can get pretty ridiculous and boring. The hammer especially because you can skip the gold ring and handicap yourself but the hammer is usually needed to get somewhere, and simply not using it on say darknuts when it's right there in your inventory would feel strange, like you're not playing the quest on its own terms.

But I have to disagree with the blue and red rings as being any kind of real problem in a well designed quest. If they're well hidden, there's the fun of making it through some tough enemies while searching. And there's that possibility that you may never find maybe the red ring and have to finish without (see my second quest.) The problem is when the rings are just handed out.


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#12 4matsy

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Posted 10 April 2022 - 12:39 AM

The gold arrow.  :awesome:

 

It rips through most unarmored enemies like the other arrow types go through Pols Voices... :odd2:

...Good for clearing out whole screens of standard Zelda 1 overworld enemies late-game, I guess? LOL.  :lol:


Edited by 4matsy, 10 April 2022 - 12:39 AM.




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