Amazing soundtrack. The overworld isn't bad, the dungeons are too short and simplistic, and so is the game itself. Bosses are good but somewhat too easy. Overall if you plan to make another quest like this i'm sure it will be much deeper, better and longer than this.
The brick puzzle in level 7 that requires you to destroy just two bricks out of 9 is simply and definitely not a good idea. The off the map key in level 7 is another terrible idea.
Overall i rate this quest 3.1/5, but i round it up to 4/5 because of the awesome soundtrack and the rupee game.
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The Neverending Fantasy - Anniversary Edition
Overview
Feature Quest
Creator: GamingNomad , Moosh Genre: Dungeon Romper Added: 25 Dec 2010 Updated: 08 Feb 2017 ZC Version: 2.50 Downloads: 1141 Rating[?]: |
Download Quest (3.87 MB) |
Information
This quest has an exclusive MP3 OST. Make a separate folder for the music, then put the quest inside that folder and load it from there to avoid any other conflicting music tracks:
http://www.mediafire...asy OST (2).zip
http://www.mediafire...asy OST (2).zip
About Reviews Comments Forum Topics
Description
The very first quest I ever made, back around 6 years ago, remastered in 2.5! This quest features alot of new content the original didn't have with the help of Moosh, such as:
- custom final boss!
- scripted cutscenes and credits!
- Spin attack, hurricane spin, and infinite wallet are new items!
- Scripted minigame!
- Revamped dungeons!
- New or redone custom graphics!
- And many more!
MAJOR UPDATE!
- Levels 6 and 7 bosses, and 9 miniboss nerfed
- Dodongos never return
- 20 Heart pieces instead of 16, with new locations and such
- Some slight level balances, changes, and bug fixes
- New subscreen, with the letter as a separate item now
- Flickering gfx replaced with flashing
- Lens reworked to show combo-specific weaknesses
- New secret enemy cave, which nets you a new skill
- And probably some others I can't think of atm
UPDATE 8/10/15:
- Fixed block puzzle bug in level 5
- Fire Gleok now has 2 heads due to its nerfed nature
UPDATE 5/18/16:
- Moved a Heart Piece to a Dive Location due to the buggy location of the original spot
UPDATE 6/3/16:
- HUUUGE mistake on my end, in the last update, I accidentally sent an older version of the quest. Resolved now! (phew)
UPDATE 6/29/16:
- Oh wait, no it wasn't, they took the wrong version. (lol)
Renamed the file so that it hopefully doesn't have to be updated again.
UPDATE 2/8/17:
- Slow Magic regeneration introduced!
- Mirrobes have been nerfed
- Level 8's Whistle Warp has been fixed
- custom final boss!
- scripted cutscenes and credits!
- Spin attack, hurricane spin, and infinite wallet are new items!
- Scripted minigame!
- Revamped dungeons!
- New or redone custom graphics!
- And many more!
MAJOR UPDATE!
- Levels 6 and 7 bosses, and 9 miniboss nerfed
- Dodongos never return
- 20 Heart pieces instead of 16, with new locations and such
- Some slight level balances, changes, and bug fixes
- New subscreen, with the letter as a separate item now
- Flickering gfx replaced with flashing
- Lens reworked to show combo-specific weaknesses
- New secret enemy cave, which nets you a new skill
- And probably some others I can't think of atm
UPDATE 8/10/15:
- Fixed block puzzle bug in level 5
- Fire Gleok now has 2 heads due to its nerfed nature
UPDATE 5/18/16:
- Moved a Heart Piece to a Dive Location due to the buggy location of the original spot
UPDATE 6/3/16:
- HUUUGE mistake on my end, in the last update, I accidentally sent an older version of the quest. Resolved now! (phew)
UPDATE 6/29/16:
- Oh wait, no it wasn't, they took the wrong version. (lol)
Renamed the file so that it hopefully doesn't have to be updated again.
UPDATE 2/8/17:
- Slow Magic regeneration introduced!
- Mirrobes have been nerfed
- Level 8's Whistle Warp has been fixed
Story
News of a sacred treasure rumored from the Seas of Mystia, and Ganon wants to get his paws on it. Zelda sends Link to Mystia in pursuit of him, only to find that his true destiny is about to truly unfold....
Tips & Cheats
If you're stuck in a dungeon, always look at the map for strange shapes or patterns.
There are 20 pieces of heart total in the game.
There are 20 pieces of heart total in the game.
Credits
Honestly without Moosh, I can't even imagine the quest being close to the quality it is now.
SyrianBallas for being an awesome beta tester.
And other people I'll have mentioned in the endgame credits.
If there are still any bugs, PM me and I will update it.
SyrianBallas for being an awesome beta tester.
And other people I'll have mentioned in the endgame credits.
If there are still any bugs, PM me and I will update it.
Deedee
Posted 19 May 2016 - 10:12 AM
Dungeons were excellent (with the exception of level 5, which was boring and tedious), minigames were fun, overall design was great, and the final boss was amazing. Level 6 was easily my favorite dungeon, with 8 a close second. Ganon probably should have been scripted though.
Eddy
Posted 16 November 2015 - 03:11 PM
As of making this post, the Let's Play of this quest still isn't finished uploading, but it should be all up soon.
I'm just gonna go review this quest anyway So, Neverending Fantasy Anniversary Edition... this was a true ride of amazement, getting better and better as the quest went on. The visual looks of the quest are better than they originally were in the old version which is already a plus in terms of graphics. All the dungeons were pretty cool to go through, some being more unique than others. Overall difficulty throughout the quest had a smooth difficulty curve, nothing being too hard, or too easy. The Relentless Rupee Rain was fantastic, though I forgot to do Level 3 to get the prize... There really isn't anything else I can say on the positives side, it was all that great!
However, there was one major thing which I would consider a negative, and that would be the final boss. The final boss to begin with, was epic, intense and amazingly well made. It is seriously one of the bests I've seen in a ZC quest... however I feel like he was way too overkill and insanely overpowered. Unless there really was a Gold Tunic anywhere, this guy was insanely difficult and even when I got the strategy down he was still a pain to try and defeat. So I kinda feel like this sudden explosion in difficulty was kinda overkill, since you can die so quickly, even with 2 Red Potions. Again though, if there was a Gold Tunic anywhere, then it probably was my fault for not finding it, and probably I made the final boss a lot harder than I needed to lol. A couple other odd issues though are just small tile errors and bugs which are very minor, but besides that, this was a very well made quest.
4.9/5, which rounds up to a 5. Both of you did a great job with this quest, and even though I didn't help out much with the beta testing, it was great helping you guys out and Let's Playing this quest.
I'm just gonna go review this quest anyway So, Neverending Fantasy Anniversary Edition... this was a true ride of amazement, getting better and better as the quest went on. The visual looks of the quest are better than they originally were in the old version which is already a plus in terms of graphics. All the dungeons were pretty cool to go through, some being more unique than others. Overall difficulty throughout the quest had a smooth difficulty curve, nothing being too hard, or too easy. The Relentless Rupee Rain was fantastic, though I forgot to do Level 3 to get the prize... There really isn't anything else I can say on the positives side, it was all that great!
However, there was one major thing which I would consider a negative, and that would be the final boss. The final boss to begin with, was epic, intense and amazingly well made. It is seriously one of the bests I've seen in a ZC quest... however I feel like he was way too overkill and insanely overpowered. Unless there really was a Gold Tunic anywhere, this guy was insanely difficult and even when I got the strategy down he was still a pain to try and defeat. So I kinda feel like this sudden explosion in difficulty was kinda overkill, since you can die so quickly, even with 2 Red Potions. Again though, if there was a Gold Tunic anywhere, then it probably was my fault for not finding it, and probably I made the final boss a lot harder than I needed to lol. A couple other odd issues though are just small tile errors and bugs which are very minor, but besides that, this was a very well made quest.
4.9/5, which rounds up to a 5. Both of you did a great job with this quest, and even though I didn't help out much with the beta testing, it was great helping you guys out and Let's Playing this quest.
Gold Ring
Posted 05 July 2015 - 12:56 PM
I really enjoy classic tileset quests and was looking forward to trying this one when it was updated to 2.50 - and I was not disappointed. I should state that I never played the older version, so I can't make comparisons of improvements or refinements over the original.
When I started playing this quest, I just wanted to keep playing and not take a break from it. This is a very good sign, because I tend to take breaks when I feel frustrated or like I don't know what I'm doing. Here's my breakdown of pro and con:
PRO:
- I liked the overworld design, with separate areas (usually accessible by specific raft paths and later by whistle warps as well). It was a bit reminiscent of the Majora's Mask "segregated area" design around the Clock Town, and indeed in this quest you pretty much start in the center of the overworld and expand your way into various corners of it as the game progresses and you gain more items.
- Difficulty was spot on perfect (for me). I tend to average 2-4 deaths per game (unless it's an obscenely difficult challenge quest, which I tend to avoid). I had 2 deaths in this one, and minimal potion usage. When you think the difficulty jumps, if you explore previous areas, there is usually an item you can obtain that will help out.
- I never felt frustrated or lost (with 2 small exceptions). Combat was not over the top or overly difficult, and usually there are hints of where to go to next so you are not wandering around aimlessly. The part with the Goron pass and the burnable trees on Shiroy's Island were slight exceptions. Of course the forum is here to provide help, and I needed to use it maybe twice to get additional info. Money grinding is not necessary thanks to a fun minigame in one of the areas of the overworld.
- Enhanced music: seems weird at first because you are looking at 8-bit NES graphics and expecting to hear 8-bit NES sound, but you're getting upgraded mp3 sound instead. Good selection of music for the overworld areas and dungeons of this quest. I encourage more quest makers to use the enhanced music.
-Puzzles were present, but not overly done to the point of being annoying, and they had logical solutions. I may have needed two or three tries on a couple of the block puzzles, but that was it (not to the level of being frustrating, which is a very good thing!) In the overworld, it was usually pretty easy to spot where to blow the whistle or use a bomb, etc.
- There are visual cues that reveal secrets. In this game, you do not have to bomb every rock to see where a cave might be (if you do not have the lens to reveal the secrets). There is typically *some* type of marker, sometimes pretty obvious and sometimes quite miniscule, that hints at the secret.
CON:
- Overworld and dungeon design may be just a bit too linear. Perhaps some "extra" cave dungeons with no overall bearing on the game (save maybe a hidden piece of heart or upgrade item) would have been nice to explore and defeat. I actually like it when not every single thing in the overworld/dungeon has to serve a key purpose.
- Some alignment issues in the overworld, especially after you get the flippers, you might swim off the screen and into a solid tile in the next screen.
- Overall length of quest is a little too short. Perhaps I was just so involved in the gameplay that I didn't want it to end.
As you can see, my list of PRO greatly outweighs the CON, which are mainly minor gripes and nothing huge. If you like Classic style quests, I highly recommend this one.
My rating: 4.5 out of 5, which rounds up to 5 - Excellent!
When I started playing this quest, I just wanted to keep playing and not take a break from it. This is a very good sign, because I tend to take breaks when I feel frustrated or like I don't know what I'm doing. Here's my breakdown of pro and con:
PRO:
- I liked the overworld design, with separate areas (usually accessible by specific raft paths and later by whistle warps as well). It was a bit reminiscent of the Majora's Mask "segregated area" design around the Clock Town, and indeed in this quest you pretty much start in the center of the overworld and expand your way into various corners of it as the game progresses and you gain more items.
- Difficulty was spot on perfect (for me). I tend to average 2-4 deaths per game (unless it's an obscenely difficult challenge quest, which I tend to avoid). I had 2 deaths in this one, and minimal potion usage. When you think the difficulty jumps, if you explore previous areas, there is usually an item you can obtain that will help out.
- I never felt frustrated or lost (with 2 small exceptions). Combat was not over the top or overly difficult, and usually there are hints of where to go to next so you are not wandering around aimlessly. The part with the Goron pass and the burnable trees on Shiroy's Island were slight exceptions. Of course the forum is here to provide help, and I needed to use it maybe twice to get additional info. Money grinding is not necessary thanks to a fun minigame in one of the areas of the overworld.
- Enhanced music: seems weird at first because you are looking at 8-bit NES graphics and expecting to hear 8-bit NES sound, but you're getting upgraded mp3 sound instead. Good selection of music for the overworld areas and dungeons of this quest. I encourage more quest makers to use the enhanced music.
-Puzzles were present, but not overly done to the point of being annoying, and they had logical solutions. I may have needed two or three tries on a couple of the block puzzles, but that was it (not to the level of being frustrating, which is a very good thing!) In the overworld, it was usually pretty easy to spot where to blow the whistle or use a bomb, etc.
- There are visual cues that reveal secrets. In this game, you do not have to bomb every rock to see where a cave might be (if you do not have the lens to reveal the secrets). There is typically *some* type of marker, sometimes pretty obvious and sometimes quite miniscule, that hints at the secret.
CON:
- Overworld and dungeon design may be just a bit too linear. Perhaps some "extra" cave dungeons with no overall bearing on the game (save maybe a hidden piece of heart or upgrade item) would have been nice to explore and defeat. I actually like it when not every single thing in the overworld/dungeon has to serve a key purpose.
- Some alignment issues in the overworld, especially after you get the flippers, you might swim off the screen and into a solid tile in the next screen.
- Overall length of quest is a little too short. Perhaps I was just so involved in the gameplay that I didn't want it to end.
As you can see, my list of PRO greatly outweighs the CON, which are mainly minor gripes and nothing huge. If you like Classic style quests, I highly recommend this one.
My rating: 4.5 out of 5, which rounds up to 5 - Excellent!
- SyrianBallaS and GamingNomad like this
The Neverending Fantasy - Anniversary EditionStarted by Moosh , 07 Jun 2015 |
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