This is a fun romp for anyone interested in some classic-style quest-play. Good soundtrack, decent pace of combat, difficulty, and exploration required in dungeons. Overall difficulty is roughly equivalent to the NES second quest.
I originally played a version of this quest back when all of the other 5th quest candidates were released, but at the time there were a few game-stopping bugs that prevented folks from finishing. The most recent version (as of June 2017) seems to have quashed most of these bugs, although a few obstacles still remain [such as (1) poor key-logic in level 4: the NE-most corner holds a key that is behind a locked door, and (2) you're required to save+quit after getting the silver arrow - there's a block that's pushable on the way there, but not on the way out]. Nothing game-breaking (e.g. you can buy keys in the overworld), but there are some bumps in the road, so to speak.
As with a bunch of the 5th quest entries, there are some new enemies that aren't present in the 1st-4th quests. Some items have some new features, and there are some items that aren't present in the 1st-4th quests. This was fun to play!
Here We Go Again
Overview
Feature Quest
Creator:
Moonbread
Genre: NES-style
Added: 07 Nov 2013
Updated: 18 Jan 2014
ZC Version: 2.50
Downloads: 446
Rating[?]:
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Download Quest (1.5 MB) |
Information
My (former) 5th Quest Entry. I hope you're not too tired of these yet. Please don't be.
About Reviews Comments Forum Topics
Lüt
Posted 04 March 2016 - 05:44 AM
So!
First off, I've been having a bit of fun going through this. I think it's been another good successor in the next-quest series. It follows the difficulty of the 1st and 2nd quests, without going outright obnoxious like the 3rd quest. I also like how it gradually works in the new enemies and features from the expanded ZC set. Admittedly, I've been spoiled by the restart-with-full-health option most other quests use, so the 3-heart starts can be a bit jarring. But, I understand the context and the rules, so it's all good.
However, I came across a slight problem in Level-8:

You shouldn't lock players in rooms that have both Mirror Robes and other enemies that can drop clocks. The clock from the blue Wizzrobe shut down the Mirror Robes and trapped me in the room with nothing to reflect back at them. To be honest, after spending so much time going through like 10 tries of Level-8, only to have that happen on my best one, I set it aside for a moment.
I'll get back to it in a bit, but for now, it's worth double-checking all your Mirror Robe rooms to see that no other situations like this could arise.
The trick I used for some of my own rooms, in which I didn't want clocks to be dropped, is to simply make a copy of the enemies that would be appearing in the room, then make a copy of their item drop set without the clock in it, and attach that clock-less drop set to the copied enemy. Then I'd just name them "Wizzrobe (no clock)" in the enemy editor, and that would be the simple (though occasionally tedious) fix.
I think that trick would work here, and help you avoid having to shuffle your enemy setups around also.
So, consider giving it a try. I'm pretty sure situations like mine are freak incidents, but they're still a possibility, so I think they're worth addressing.
First off, I've been having a bit of fun going through this. I think it's been another good successor in the next-quest series. It follows the difficulty of the 1st and 2nd quests, without going outright obnoxious like the 3rd quest. I also like how it gradually works in the new enemies and features from the expanded ZC set. Admittedly, I've been spoiled by the restart-with-full-health option most other quests use, so the 3-heart starts can be a bit jarring. But, I understand the context and the rules, so it's all good.
However, I came across a slight problem in Level-8:

You shouldn't lock players in rooms that have both Mirror Robes and other enemies that can drop clocks. The clock from the blue Wizzrobe shut down the Mirror Robes and trapped me in the room with nothing to reflect back at them. To be honest, after spending so much time going through like 10 tries of Level-8, only to have that happen on my best one, I set it aside for a moment.
I'll get back to it in a bit, but for now, it's worth double-checking all your Mirror Robe rooms to see that no other situations like this could arise.
The trick I used for some of my own rooms, in which I didn't want clocks to be dropped, is to simply make a copy of the enemies that would be appearing in the room, then make a copy of their item drop set without the clock in it, and attach that clock-less drop set to the copied enemy. Then I'd just name them "Wizzrobe (no clock)" in the enemy editor, and that would be the simple (though occasionally tedious) fix.
I think that trick would work here, and help you avoid having to shuffle your enemy setups around also.
So, consider giving it a try. I'm pretty sure situations like mine are freak incidents, but they're still a possibility, so I think they're worth addressing.




