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DaDoc540's 2nd Quest Remix
Overview
Feature Quest
Creator:
DaDoc540
Genre: NES-style
Added: 02 Feb 2011
Updated: 12 Feb 2011
ZC Version: 2.10
Downloads: 276
Rating[?]:
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Download Quest (0.51 MB) |
Information
Two years ago, ZeldaClassic.com held a contest for an official fourth quest to be included in the release version of Zelda Classic 2.5. Because I was slow to get the news, I had little time to submit a version myself, yet I still wanted to try.
However, I found a few of the rules for the official fourth quest contest to be a little restricting for me. These were mostly aesthetic issues, such as graphics and music, but some involved gameplay elements as well. Fortunately, by continuing on with [View Full Description]
However, I found a few of the rules for the official fourth quest contest to be a little restricting for me. These were mostly aesthetic issues, such as graphics and music, but some involved gameplay elements as well. Fortunately, by continuing on with [View Full Description]
About Reviews Comments Forum Topics
Description
Two years ago, ZeldaClassic.com held a contest for an official fourth quest to be included in the release version of Zelda Classic 2.5. Because I was slow to get the news, I had little time to submit a version myself, yet I still wanted to try.
However, I found a few of the rules for the official fourth quest contest to be a little restricting for me. These were mostly aesthetic issues, such as graphics and music, but some involved gameplay elements as well. Fortunately, by continuing on without the rules in mind, I was able to create alternate versions of the original quests with new tiles, extra music, and some extra gameplay tweaks.
After creating DaDoc540's 1st Quest Remix, I decided to create a remix of the second quest, which is what I present to you here. The dungeon locations are mostly different from those of Doc's 1st, requisite items are harder to both locate and obtain, and more traps and hazards reside in the dungeons. The difficulty curve of this quest is certainly steeper than the last one, but not too steep. You have been warned…
I played this quest myself extensively and am certain everything is working right. If there are any major bugs, do not rate the game, but do inform me and I will fix them as soon as I can.
**WARNING!**
This quest is more difficult than the previous one, so do not try this quest under the following circumstances:
-You do not have the experience of completing various quests of high difficulty.
-You have trouble fighting certain difficult enemies, namely Blue Darknuts and Wizzrobes. (Only classic enemies are used here.)
-You have great difficulty in finding hidden secrets.
-You have Wile E. Coyote syndrome (i.e. unable to quit something until you complete it)
Please do not rate this quest with a score based solely on the difficulty. If you can handle the difficulty, this should provide a worthwhile challenge.
**Update** vravelo brought my attention to a major bug in Level 9 that can trap the player. The bug should be removed. My apologies!
However, I found a few of the rules for the official fourth quest contest to be a little restricting for me. These were mostly aesthetic issues, such as graphics and music, but some involved gameplay elements as well. Fortunately, by continuing on without the rules in mind, I was able to create alternate versions of the original quests with new tiles, extra music, and some extra gameplay tweaks.
After creating DaDoc540's 1st Quest Remix, I decided to create a remix of the second quest, which is what I present to you here. The dungeon locations are mostly different from those of Doc's 1st, requisite items are harder to both locate and obtain, and more traps and hazards reside in the dungeons. The difficulty curve of this quest is certainly steeper than the last one, but not too steep. You have been warned…
I played this quest myself extensively and am certain everything is working right. If there are any major bugs, do not rate the game, but do inform me and I will fix them as soon as I can.
**WARNING!**
This quest is more difficult than the previous one, so do not try this quest under the following circumstances:
-You do not have the experience of completing various quests of high difficulty.
-You have trouble fighting certain difficult enemies, namely Blue Darknuts and Wizzrobes. (Only classic enemies are used here.)
-You have great difficulty in finding hidden secrets.
-You have Wile E. Coyote syndrome (i.e. unable to quit something until you complete it)
Please do not rate this quest with a score based solely on the difficulty. If you can handle the difficulty, this should provide a worthwhile challenge.
**Update** vravelo brought my attention to a major bug in Level 9 that can trap the player. The bug should be removed. My apologies!
Story
Original Legend of Zelda storyline
Tips & Cheats
You will be without a sword at the beginning for a short time. Listen to the advice of the Old Man at the first screen to find both the first dungeon and your first sword.
Wait until you obtain your first sword before you save. If something happens that prevents you from obtaining the first sword, select "Retry" from the Continue menu and try again.
Make sure you have attempted to push everything movable. Blocks cannot be pushed into solid items and sometimes have to be pushed in the right direction. Also note the consequences of pushing a block in a certain direction; a push the wrong way could block you from reaching the passageway.
Note: It should be impossible to completely seal yourself in such a way that forces you to reset.
Always make sure you have found every requisite item from each dungeon. You often need an item in one dungeon to either enter or complete a future dungeon.
Visit Info booths for hints as to how and where to obtain certain items, namely Sword upgrades, and where to find the entrance to certain dungeons.
Wait until you obtain your first sword before you save. If something happens that prevents you from obtaining the first sword, select "Retry" from the Continue menu and try again.
Make sure you have attempted to push everything movable. Blocks cannot be pushed into solid items and sometimes have to be pushed in the right direction. Also note the consequences of pushing a block in a certain direction; a push the wrong way could block you from reaching the passageway.
Note: It should be impossible to completely seal yourself in such a way that forces you to reset.
Always make sure you have found every requisite item from each dungeon. You often need an item in one dungeon to either enter or complete a future dungeon.
Visit Info booths for hints as to how and where to obtain certain items, namely Sword upgrades, and where to find the entrance to certain dungeons.
Credits
Shigeru Miyamoto and Nintendo for the Legend of Zelda franchise
Armageddon Games for Zelda Classic and Zelda Quest
VGMusic for various music midi files
Koh for New Classic Link tiles
vravelo for pointing out a major bug
All of the quest players who play this quest
Armageddon Games for Zelda Classic and Zelda Quest
VGMusic for various music midi files
Koh for New Classic Link tiles
vravelo for pointing out a major bug
All of the quest players who play this quest
bigboylink
Posted 15 February 2017 - 04:26 AM
Recently wanted something challenging to play and I recalled this quest being a bit of a doozy (especially level 4).
Quest is indeed challenging. Some cool features (that are also present in DaDoc 1st quest remix) that I like:
(1) Fairy fountains within dungeons (usually after a mini boss), which helps counteract lots of combat
(2) Stone statues and lava deactivate when all enemies in a room are killed
(3) Nice mix of dungeon enemies in the overworld, and overworld enemies in dunegons (e.g. ropes and like likes in the overworld, lynels in dungeons).
Some features that I don't like:
(1) It's annoying that some dungeon blocks can only be pushed from a single direction
(2) Too many one-way walk-through walls. In the worst instances, such as getting the main items from levels 3+4, the player has to backtrack and go through the ENTIRE LEVEL again. What's worse is that these items are very close to those dunegon's bosses, so simply changing a one-way walk-through wall to a two-way would save a lot of backtracking.
(3) Waaayyy too many door repair charges. Coincidentally, in the mid-game/late-game I always had 255 rupees (and deliberately held off from picking up some 200-rupee moblins) - some better balance between door repairs and free money could have been thought out here.
Overall, still very fun to play. Could use a bit of polishing up in some areas. Would recommend if you want some challenge.
Quest is indeed challenging. Some cool features (that are also present in DaDoc 1st quest remix) that I like:
(1) Fairy fountains within dungeons (usually after a mini boss), which helps counteract lots of combat
(2) Stone statues and lava deactivate when all enemies in a room are killed
(3) Nice mix of dungeon enemies in the overworld, and overworld enemies in dunegons (e.g. ropes and like likes in the overworld, lynels in dungeons).
Some features that I don't like:
(1) It's annoying that some dungeon blocks can only be pushed from a single direction
(2) Too many one-way walk-through walls. In the worst instances, such as getting the main items from levels 3+4, the player has to backtrack and go through the ENTIRE LEVEL again. What's worse is that these items are very close to those dunegon's bosses, so simply changing a one-way walk-through wall to a two-way would save a lot of backtracking.
(3) Waaayyy too many door repair charges. Coincidentally, in the mid-game/late-game I always had 255 rupees (and deliberately held off from picking up some 200-rupee moblins) - some better balance between door repairs and free money could have been thought out here.
Overall, still very fun to play. Could use a bit of polishing up in some areas. Would recommend if you want some challenge.
SofaKing
Posted 19 February 2011 - 08:12 PM
It's a very solid companion quest to your first quest remake. As you say, it's very hard, and you make a mean Level 9. You really do need to draw a map, check every wall, push every block, etc.
I'd probably pull back a bit on the one-way walk through walls in L9. It's very frustrating to finally find your way and end up having to double back again and again. Like in your first game, I'd also pull back on the door repair charges. There are just too many and, again, I sometimes feel like you are punishing intrepid exploration.
Having said all that, it's still a very good game overall.
I'd probably pull back a bit on the one-way walk through walls in L9. It's very frustrating to finally find your way and end up having to double back again and again. Like in your first game, I'd also pull back on the door repair charges. There are just too many and, again, I sometimes feel like you are punishing intrepid exploration.
Having said all that, it's still a very good game overall.
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