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To The Top

Overview Feature Quest
Creator: TheOnlyOne Genre: Dungeon Romper Added: 27 Dec 2014 ZC Version: 2.10 Downloads: 1275 Rating[?]: Rating: 4.54/5 (27 ratings) Download Quest
(2.5 MB)
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Useless Old Man Wisdom  
Rating: 3/5

Edited 11 April 2023 - 03:46 PM
I originally tried playing To the Top shortly after it was introduced, back in early 2015, but ultimately quit after floor 3, because I was not having much fun; nor could I understand why people were raving about a quest that I saw as deeply tedious and full of cheap-difficulty promoting gimmicks. In short, there were many more endeavors, both Zelda Classic-related and non-nerdy pursuits, that were worth my limited time and energy and were a better way to spend those resources. Now, years later, I decided to give Triple-T another chance - because after all, my mindset about dealing with confusing and difficult games has changed and I have a lot more spare time and energy to potentially waste on tedium if there is a reward for doing so. Unfortunately, even though I ended up playing through floor 10 and much of the bonus content, and there are a lot of genuine signs of brilliance contained within this long quest, I have to admit that my initial first impressions were pretty correct. I really wanted to like TtT, but ultimately, I don't think I enjoyed my play through.

Of course, people are going to ask why I bothered playing through if I didn't enjoy myself. To that I would say: think in terms of the addict's brain. The addict feels a pervasive sense of wanting the substance or release of choice, even though, especially as the addict falls deeper into the whole, the substance or release ceases to be pleasurable. In fact, often the addict comes to hate that which he or she so wants, even though the pathways of wanting continue to reinforce and strengthen. In short, I played through TtT because I have an addict brain and the quest is addictive. To be more specific, TtT showed me flashes and signs of brilliance early on, and continued to string me along with these carrots on a stick, so I continued to play in hopes of re-experiencing that awesome gameplay I knew was in there somewhere. Even though I was mostly plodding through a tiresome and masochistic experience as a whole, and gradually growing to hate the quest, I continued to want to see what was there at the top of the tower. In this sense, I suppose TtT is incredibly successful, putting the player into the mentality of the quest's protagonist, who is inexplicably compelled, despite much hardship, to reach the top.

Indeed, TtT has some of the most incredible puzzles, mechanics, and dungeon crawling I have ever seen - even harkening back to the Atari days. To think that these things were realized with some sort of trick and technique-filled ZC 2.10 voodoo, and that the whole apparatus plays (almost entirely) bug free even on modern Zelda Classic, makes the quest even more impressive. The story, dialogue, most of the music, and screen designs are all quite strong as well. In regards to the gameplay, I went into the quest virtually blind and the floor-9 twist, the Inception-esque quest-within-a-quest-within-a-quest really piqued my interest. Floor 9 was quite likely the peak of the quest for me, where my motivation to keep going was at it's highest, even though the quest continued to throw anti-rewards at me just as much, if not more. than ever. Unfortunately, the quest really started to slide once I reached floor 10, and I threw in the towel before the final boss. Sunk costs, in terms of the 30+ hours and mental energy I spent to get here be damned, I want to go back To the Bottom.

The biggest problem I see with TtT is that the various dungeons, their unique gimmicks, and obstacle screens really, and almost entirely, outlive their welcome. I saw Mani/Lunaria mention this in her review. Old drama about her reviews aside, and though the review was slammed, she was spot on in the assessment that the quest really makes things outlive their welcome. I would add, TtT grinds good ideas into the ground while simultaneously killing the pacing of the tower-climbing odyssey with cheap difficulty. TtT has a strange quality of being mild-moderate in difficulty overall, despite there being so many screens that were either designed with cheap difficulty in mind, or just play cheap due to ZC 2.10 limitations. I honestly don't know which of those two choices it is, or even if that's a false dichotomy, but I suspect there is a mixture of both.

Perhaps the biggest problem with the quest is the 4-way movement, which makes the various narrow pathways throughout the quest a slog fest. Trying to navigate damage tiles, drop floors, raft mazes, and timed puzzles with 4-way movement is not fun, because there is so little precision. Link has a less-than-endearing tendency to accidentally slip and fall every single time he makes a hard 90-degree turn if you are not positioned just so and perfectly within the pathway. Then when you get into the timed floor switches, which you have to step on perfectly squarely and not offset, have fun trying to make the necessary turns with clunky 4-way movement to reach the next switch before it disappears. All too often, TtT demands perfect timing and perfect movement in spite of the inherent imprecision of 4-way movement. A perfect example of this problem would be some screen shots below. All of these screens are mandatory, if I recall, and you will have to slog through screens with perfect timing and control inputs in order to make it. This is virtually impossible to do having not seen the screen before, such as on a first playthrough, which necessitates a bunch of trial and error to gain the finger memory to get through. Pacing suffers and falls by the wayside.

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Often, I found myself simply and intentionally tanking damage to get through these cheaply-difficult and tedious screens. For instance, I vowed, pretty early on, not to bother solving those sliding-path-over-lava puzzles as intended and to just tank damage and walk across the lava. Other times, such as during the 2.10-style boss fights, with lovably quirky screen/phase transitions causing unavoidable damage, I would break my personal rule about avoiding potions at all costs and happily chug that vigor juice just so that I wouldn't "have to do this stupid" fight again. The boss of floor 7 is a perfect example of what I mean here. ZC 2.10 bosses are what they are, and this is hardly the only quest that has quirky 2.10 bosses that you have to experiment in order to find how to damage, or where unintentional damage is hard or impossible to avoid; but in this case, is another bullet point to put on the shit list.

Going down my shit list some more, and in interest of not airing all of my gripes, I'll try to finish up on the assessment I mentioned earlier: that the new elements in this quest almost always outlive their welcome. Floor 10 might be an obvious example, but I'll posit floor 4 instead. Here, the dungeon is not just an 8x8 map with different phases, but also introduces the MacGuffin sidequest in having to find all of Richard's golden leaves if you want to keep on climbing to the top. As is most always the case, you usually aren't too sure where you are inside the dungeon, because there is no spacebar or subscreen map, and you can't obtain the actual dungeon map (which gives a mini map on the main screen) until you are 1/2-2/3 of the way through the dungeon. This is actually the point where I tapped out during my first attempted play through, and I nearly tapped out again this second time. In fact, the first six floors are an unenjoyable chore and almost kill the good will of the quest. I think around floor 7 the dungeons, while still being overly long and tedious for the same reasons as the previous ones, somehow start to become a lot more fun. Maybe it's just a misconception of mind, one born because the addictiveness of the quest was starting to take hold and make me ignore the malaise in the wretched name of wanting. There are many more specific examples I can recall where a dungeon, subquest, obstacle screen(s), and even individual mechanics just dragged on and on for too long.

While TtT has a lot of brilliant content - especially if you're like me and enjoy puzzles and complex dungeons - you better be prepared to take that brilliant content with a big fat grain of salt. I honestly don't understand and am unsure how to speculate about why so much of what weighs this quest down was left in there as is. Maybe this quest really, really needs a modern remaster because much of the bad elements seem to be based on ZC 2.10 limitations. More likely, I hazard to guess that the quest maker is one of those personalities that finds the "Nintendo Hard" trope to be the pinnacle of video game design. By that I mean, for those hyper-focused and obsessive autistic types who love to sit down and grind through gauntlets that require perfect control inputs, movements, and learning patterns, lest you be unceremoniously dumped back at the beginning of the gauntlet. To the rest of us, even someone like me who grew up playing Atari and NES games, this sort of gameplay is cheap, merciless, and not particularly fun or enjoyable, and best left in the past.

To be a little more constructive, I think one can look at certain other quests like Land of Anarchy, which is very heavily influenced by To the Top, in so many ways, as a way to do a game like To the Top without the problems that weigh down the original. Mike's Funhouse is another obvious comparison, especially if you enjoy more Metrovania elements or are one of those types that like "Nintendo Hard" difficulty without cheap biases or unintended chunkiness. To be fair, I have to admit that TtT still hooked me in on some level, which makes me philosophize on the nature of addiction. To my dismay, though, I think ultimately the juice just wasn't worth the squeeze and I am reminded that I should learn better to trust my instincts.
 

DarkFlameSheep  
Rating: 4/5

Edited 02 December 2021 - 07:55 PM
At last I reached the normal and true both, I believe many interesting things are there. But also a bit too severe traps are seen, I don't like them.
 

Mani Kanina  
Rating: 3/5

Edited 26 October 2016 - 04:47 PM
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Edit: Staff contacted me an basically told me that I'd have to bump up my rating for all quests I have ever reviewed by one star. Note that this does not reflect my own opinion on the matter, or the quest, but just that it was something I was made required to do.
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Okay, so, to the top is in general a fairly good/okay quest. It focuses mostly on puzzle concepts and gimmicks more so than anything. When I went into this quest I was expecting to be blown away by how amazing it was given what I had heard about it, but sadly that did not end up being the case.

I feel that most floor, though not all, overstay their welcome. The floor concepts get old and tiring way before you're even done with it. There are also several puzzle mechanics that are introduced fairly early on, then repeated ad-infinitum throughout the quest. Some of those are manageable, such as the the pit rooms where you need to fill in the missing floor with the yellow cubes to makes yourself a bridge. Other ones like the timed step triggers that show up are just frustrating, some of them almost seem to require perfect movement, not even joking. They would maybe not be so bad if they had less aggressive timing, but it is what it is.

And while the floors drag on, none do so more than the infamous floor 9. In the grand scheme of things I don't think floor 9 takes THAT much more time to complete in contrast to floor 10, but it's just the things you have to do feel like extreme levels of padding. Floor 9 also features some of the worst cases of sub-dungeons in the entire quest..., but also some of the best. Indeed, To The Top is not lacking in good content, there is a fair bit of it. And floor 10 genuinely feels like a great final dungeon that would fit into any quest (aside from what you need to do to find the map).

I also want to throw out there that I definitively think that To The Top is a technological marvel, some of these things in this quest would have been insane to do in ZC 2.1. And I guess if you where there for the time and place when this quest first came out, that would have mattered way more. But I also think that the knowledge that this is a technological marvel don't really affect the screen-to-screen gameplay much. And at the end of the day I feel that this is one of the quests that would benefit the most from getting an updated 2.5 version. Although, in many ways that's really a catch-22, because the very reason that it was made in 2.1 is what makes it special.


My problem with coming to a conclusion for a quest like this is that there are some genuine good stuff in it, but the things I find bad are so bad that they kind of completely ruin the experience. So I guess what I'm trying to say is: Do try out the quest, but don't go in with too high expectations, and realise that a lot of mechanics in the quest makes it very dated.
  • Useless Old Man Wisdom , TheOnlyOne , Deedee and 1 other like this
 

SomeZeldaFan  
Rating: 4/5

Edited 14 June 2016 - 09:23 AM
It's certainly not linear, and has very good puzzles. But since for some strange reason you've disabled the function of seeing which rooms you've been in it is very annoying. You have to go back to every single room many times until you find where you're supposed to go next every time you get a key or an item, that's just a complete waste of time and a huge turn off. The fact that most rooms look alike doesn't help either.

Classic tiles is another turn off.

I made it to floor 3, but then it got just too much, too many rooms to remember, too many keys.

Sorry but I really tried playing this, this was the third attempt and after floor 3 I just had enough.
  • Deedee likes this
 

Soma Coreaix  
Rating: 5/5

Posted 27 August 2015 - 07:59 PM
Thanks for creating such a unique, amazingly original quest! I was excited greatly by the premise of climbing a tower in a quest (as I kind of have a thing for towers in general, don't ask me why I just find them fascinating, I guess lol), and I was not disappointed by this one at all! Chock-full of puzzles, many tough to solve until you've thought about it for a bit (or dodged some shooters in the process of solving a block-related one :), secrets to find and an overworld within the quest where you wouldn't expect there to be one, this one surprised me over and over again!
I'm usually not a fan of NES-tileset quests, preferring to leave that style to the original LoZ and leaning more towards Pure, DoR, BS etc., but this quest had plenty of extra tiles and such strewn about so as to make it feel more unique than a simple 80s romhack.
The gimmicks for each floor were superb and flowed very well given the fact that this is a 2.10 quest and not a 2.5 one though it does play just fine in 2.5 of course.
I like how it started off simple and mysterious, then gradually grew to become an epic tale unlike any other. The fact that the first five and a half floors are played minus the sword gives the adventure that stealthy quality that many quests are lacking nowadays. There is so much packed into this that I am amazed it only took 7 years of work lol. The music choices are absolutely wonderful (my personal favorites being Floors 5, 7, 8 and 10). I was especially pleased by the regular boss theme, which apparently comes from one of the CD-I Zeldas! Who knew one of those games would have unexpectedly epic music as this? The boss fights are obviously old-school custom ones but they are pulled off phenomenally given the limited nature of the program for that time.
The story begins very simply and doesn't pick up until late-game, but keeps you hooked nonetheless, urging you to plod onward, find every secret, uncover every devious obstacle and puzzle, and most importantly, strive to reach THE TOP!
Clocking in at just over 27 hours, I was hooked from the get-go and didn't lose interest whatsoever. Each new puzzle was crafty and made me think. The trading quest late game was a neat addition, and I didn't lose track of the items considering you don't see them in your inventory. The final boss was perfect and combined elements of all of the previous battles into one, and the final phase was what killed me the first time, until I realized you just had to be VERY fast.
Amazing job, TheOnlyOne and all who collaborated on this project! I look forward to your next quest if you're doing another one, as this had me from the start and did not let go for a second! This quest is ALMOST, better, than Hero of Dreams! 5/5 from me!
By the way, EXCELLENT medley of tunes for Floor 10. Really set the mood that this is the last stretch of challenges before the top, very fiting and epic!
Thanks again!
  • TheOnlyOne likes this
 

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