Two fatal flaws: 'Link's Awakening' is in its essence, a story and event-driven game. Lacking both of these, puts this into Alpha-stage territory.
Then, if you wan to to make it feel at all like LA, you absolutely need scripts to deliver that vibe.
The second problem, is that there are many ugly screens. Just look at that town square. Bad pun, I know, but really, ripping the original LA graphics would have been a good start.
Otherwise, I admire that you did want to make a LA clone, but sadly, this is not enough to be rateable.
You may want to try again, when I finish the Z4 engine template.
I would prefer no to be required to give a rating in stars here, but that's not an option to include this as a review. I'd've given is a 2 (no 1.5 option), but making it for 1.92b184 is purely silly. 1.92 quests may not run properly in 2.5, so why not import it to 2.5, fix any bugs, and release it for that; and possiblly expand on it, and fix it.
On a positive note, you seem to be working on scripted Z4 enemies now, which will be good, and valuable, for the Z4 engine.
Link's Awakening (Zelda Classic Edition)
Overview
Feature Quest
Creator:
ywkls
Genre: NES-style
Added: 04 Oct 2014
Updated: 23 Sep 2015
ZC Version: 1.92 B182
Downloads: 512
Rating[?]:
|
Download Quest (0.89 MB) |
Information
After I finished my first quest I decided to start a second and stalled. Since I'd never seen a Zelda Classic version of Link's Awakening, I decided to create my own. As far as possible, every screen has an object in place which corresponds with a similar object in the original game. No working scripts or sprites and the original story is not included. There is also an additional dungeon at the end. Many secrets can be somewhat obscure to locate.
About Reviews Comments Forum Topics
Timelord
Posted 09 October 2014 - 08:12 AM
I remember this, from years back. (At least, I remember a LA clone from the pre2.10 era, and I assume this is the same.)
You may want to consider a LA Clone Redux, as almost everything from LA is now possible in ZC 2.5x. That is, if you still have a passion for this.
I'm a bit surprised that we've never had a fan-made Mystic Seed of Wisdom (the shelved, third and final planned installment of the Oracle games triad), along with retakes of the Din and Nayru games to match.
As to LA Clone, I can't really review this, as although I did play it, it was too long ago for me to remember clearly what I felt. At the time, it was a neat idea, but it never seemed to feel 'right' because of the dramatic cuts to fit in 1.9x limitations; somewhat, but not as terrible as my feelings while like playing that (unlicensed) Waixing Z3 clone (San Shen Zhi Li) for the FamiClones: The premise is neat, but the 8-bit port suffers from entirely broken controls (not a HW limit, just bad coding), and you'd need to play it to comprehend just how bad it lays, despite how good it looks on a FC. The Armos Knights in the Eastern Palace take about an hour to kill and you never really know if your hits register; swinging a sword stops youd dead in your tracks, and so forth.
Your game just made me consider the limits of ZC, for the time, but in and of itself, I seem to remember that it was playable, but a bit, well, I'll say 'uninspired' as you couldn't make a pixel-perfect, and gameplay-perfect LA clone at the time, but I don't recall much that made it stand out, with its own feel, or identity, and that's where you might want to focus any changes, if you plan a re-release,, which I encourage, to use 2.5x features, and make something similar to LA, but in a modern ZC style.
Your game was still light years better than the (also unlicensed) LA FamiClone game out of Taiwan, 'Feng Yin Dao', and that lump of coal fully crossed the line, well beyond 'unplayable'. Leaving the first village is a chore that can take hours.
(The extremely rare 8-bit downport of SMW though, is actually amazing, and a good example of what SMB4 would have been, if 'twas released on the FC/NES, as originally planned instead of the SuFami as a launch title for the 16-bit system. It shows that you really could've had Z3 on the 8-bit HW, if done by Nintendo, and not the hacks at Waixing.)
Now, all this is a bit off-topic, but people really should experience both of those games, at least one time, so that they can appreciate how good the original Zelda release really was, and what masterpieces even the simplest ZC games are, compared to other Zelda clones, and I doubt that many here on PZC are even aware of these Asian cross-ports. Still, this reminded me of them, in spirit; however it's infinitely more playable, and enjoyable; despite that 'tisn't a perfect copy of the GB (or GBC) release.
You may want to consider a LA Clone Redux, as almost everything from LA is now possible in ZC 2.5x. That is, if you still have a passion for this.
I'm a bit surprised that we've never had a fan-made Mystic Seed of Wisdom (the shelved, third and final planned installment of the Oracle games triad), along with retakes of the Din and Nayru games to match.
As to LA Clone, I can't really review this, as although I did play it, it was too long ago for me to remember clearly what I felt. At the time, it was a neat idea, but it never seemed to feel 'right' because of the dramatic cuts to fit in 1.9x limitations; somewhat, but not as terrible as my feelings while like playing that (unlicensed) Waixing Z3 clone (San Shen Zhi Li) for the FamiClones: The premise is neat, but the 8-bit port suffers from entirely broken controls (not a HW limit, just bad coding), and you'd need to play it to comprehend just how bad it lays, despite how good it looks on a FC. The Armos Knights in the Eastern Palace take about an hour to kill and you never really know if your hits register; swinging a sword stops youd dead in your tracks, and so forth.
Your game just made me consider the limits of ZC, for the time, but in and of itself, I seem to remember that it was playable, but a bit, well, I'll say 'uninspired' as you couldn't make a pixel-perfect, and gameplay-perfect LA clone at the time, but I don't recall much that made it stand out, with its own feel, or identity, and that's where you might want to focus any changes, if you plan a re-release,, which I encourage, to use 2.5x features, and make something similar to LA, but in a modern ZC style.
Your game was still light years better than the (also unlicensed) LA FamiClone game out of Taiwan, 'Feng Yin Dao', and that lump of coal fully crossed the line, well beyond 'unplayable'. Leaving the first village is a chore that can take hours.
(The extremely rare 8-bit downport of SMW though, is actually amazing, and a good example of what SMB4 would have been, if 'twas released on the FC/NES, as originally planned instead of the SuFami as a launch title for the 16-bit system. It shows that you really could've had Z3 on the 8-bit HW, if done by Nintendo, and not the hacks at Waixing.)
Now, all this is a bit off-topic, but people really should experience both of those games, at least one time, so that they can appreciate how good the original Zelda release really was, and what masterpieces even the simplest ZC games are, compared to other Zelda clones, and I doubt that many here on PZC are even aware of these Asian cross-ports. Still, this reminded me of them, in spirit; however it's infinitely more playable, and enjoyable; despite that 'tisn't a perfect copy of the GB (or GBC) release.




