SUMMARY:

WYD is a Classic NES-styled miniquest thing in which you travel through the outside thing to find the green thing, blue thing, and red thing in order to collect the 3 Triforce things to unlock the final thing, and possibly pass by a cave thing along the way.

DEVELOPMENT:

This is an overhaul of a quest I made for Gouanaco's 24-hour Quest Contest. Naturally, that version had a number of rough edges and rushed areas, yet it turned out better than I expected, so I gave myself another 12 hours to revise it to (my own) acceptable standards. The new version has nearly twice as many items and secrets, large price reductions on previous items, more manageable high-level enemies, many visual design enhancements, multiple continue points across the overworld, a customized subscreen, and most of all, an expanded final dungeon that fits the progression of the first 3.

Conditionally, the quest was *designed* in 36 hours. Per the contest rules, resources such as tile sheets, music, sounds, and scripts were allowed to be gathered *before* the designing phase began. Then, once compiled, the countdown began. Minor malfunctions and other glitches were allowed to be fixed *after* construction, so long as we worked with what we had at the time limit. The 36-hour update followed the same guidelines, in which I finished all additional design in 12 hours, then corrected functionality issues and brief tile errors afterward.

The end result is a short and simple quest that features a slightly expanded classic-based tileset, a clear-cut 4-segmented overworld with 4 straight-forward dungeons, a story in which you go through things to collect things to open things to defeat things, a variety of characters that may or may not know more than one identical sentence, and traditional tried-and-true gameplay, all culminating in a climactic face off with Standard Ganon. Due to the quest's rushed production, you'll also find a few items / enemies / design themes / gimmicks rehashed from my previous quest. Further, the quest features exceptionally Ben-tastic dialogue, as the contest was anonymous and it was suggested we spoof other designers' styles and gimmicks to confuse players.

...what, you wanted profound originality, groundbreaking graphics, sprawling dungeons, epic purpose-driven story, intricate character development, and fully scripted interfaces, all while forcing a 36-hour limit on me? Ha! You get What You Deserve.

GENERAL INFO & TIPS:

* The overworld follows the 1-cave-per-screen standard; if there's a cave, you won't find a secret, and if you've found 1 secret, you won't find more.
* All dungeons use Level-Specific Keys. Yes, they look like Normal Keys; I didn't like the silver palette, so I swapped it with the original gold palette.
* Wizzrobes can be stunned with the Hookshot and the Fire Boomerang.
* Peahats can be stunned with the Fire Boomerang.
* Flamewars can be productive if you have them with fire-dropping Patras.
* The quest features no: blind bombing / burning (all secrets have hints), maze paths, falling rocks, door repair charge rooms, "leave your life or money" rooms, "feed the goriya" rooms, dark rooms, bubbles, zoras, or shooting statues (except in 2 trap rooms).

NEW & MODIFIED ITEMS & ENEMIES:

New Items:

Stone of Gravity: A silver stone using the Stone of Agony graphic. Keeps Link from getting bumped when taking damage from projectile assaults, enemy contacts, or environmental hazards.

Modified Items:

Candles: Flames don't hurt link.
Heart Ring 2: Charge time reduced to 75% original.
Magic Boomerang: Range decreased from infinite to 54 (1.5x Wooden Boomerang).
Magic Ring 2: Charge time reduced to 75% original.
Magic Shield: Blocks flame attacks.
Nayru's Love: Duration increased from 512 to 640; magic cost decreased from 64 to 48 (4 containers to 3).
Sword 2 & 3: Beams can be fired down to 91% health.
Wallet 1: Gives 25 rupees when picked up.

New Enemies:

Gohma (Fire, L1): Deep red. Shoots 3 fireballs. Only damaged by Silver Arrow.
Lynel (L3, Fire): Deep red. Launches a 3-flame spread attack. Takes 1/2 damage from fire attacks.
Patra (Fire, L1 & L2): Deep red center eye. Drops fire trails. Only damaged by magic attacks, and fire attacks at 1/4 damage.

Modified Enemies:

Bat: HP reduced from 8 to 6 (4 to 3 Wooden Sword / Boomerang strikes).
Darknut (L1): HP reduced from 8 to 6 (4 to 3 Wooden Sword strikes).
Darknut (L2): HP reduced from 16 to 10 (4 to 3 White Sword strikes).
Ganon: HP increased from 32 to 42 (4 to 6 Magic Sword strikes).
Gibdo: HP reduced from 14 to 10 (4 to 3 White Sword strikes).
Lanmola (L1): Segments increased from 5 to 10, shouldn't return after death.
Leever (L3): HP reduced from 16 to 10 (4 to 3 White Sword strikes), step speed reduced from 300 to 175.
Like Like: HP reduced from 18 to 14 (5 to 4 White Sword strikes).
Manhandla (L2): HP increased from 8 to 16 (1 to 2 Magic Sword strikes).
Moldorm: Segments increased from 5 to 8.
Octorok (L3): HP reduced from 12 to 8 (3 to 2 White Sword strikes), damage reduced from 6 to 4.
Patra (L2): Spins in oval circle rather than expanding circle.
Stalfos (L3): HP reduced from 12 to 8 (3 to 2 White Sword strikes), spins while attacking.
Wizzrobe (Blue): HP reduced from 20 to 14 (5 to 4 White Sword strikes).
Wizzrobe (Fire): HP reduced from 24 to 14 (6 to 4 White Sword strikes).
Wizzrobe (Summoner): HP increased from 8 to 18 (1 to 3 Magic Sword strikes), damage increased from 4 to 8.

CHEATS:

If 1 = 1, then what do 2, 3 and 4 = ?

MUSIC:

New music selections are pulled from like-themed fantasy games of a similar era. All MIDI files have been edited for the sake of consistency.

Outside Thing: Lunar: The Silver Star - Dark Overworld (arranger unknown).
Green Thing: Hexen - Caves of Circe (composed by Kevin Schilder).
Blue Thing: Heretic - The Gatehouse (composed by Kevin Schilder).
Red Thing: Hexen - Dungeons (composed by Kevin Schilder).
Heart Cave Thing: Hexen - Bright Crucible (composed by Kevin Schilder).
Final Thing: Hexen - Dragon Chapel (composed by Kevin Schilder).

ADDITIONAL CREDITS:

Graphics:

Anthus - Overworld ground transitions.
HylianFox - Boat rip from Crystalis / God Slayer.
Lightwulf - Docks, arrow signs, most diagonal & 1st-tier-down dungeon tiles.
Lunaria - Red Thing palette.

Scripts:

Lejes - Fire Trail Reduction.
Moosh - Pits.
MoscowModder - Permanent Block Secrets, Triforce Secrets.
Saffith - Limited Summons.
Ywkls - Linked Secrets.
ZoriaRPG - Stone of Gravity.

And of course, Ben / Bagel's Quest 447 for inspiring the rushed dialogue.

========================= v1.2 CHANGE LOG: =========================

Below is a full list of all changes between v1.1 and v1.2. Most are minor, and relate to optimizing features and functionality rather than modifying gameplay or layout.

GENERAL:

* Expanded palettes for accurate transparency.
* Restored darkest shades to lower-level dungeon objects (treasure chests, pits, etc.).
* Minimaps redone/repositioned.
* Overworld minimap displays full color in caves.
* Removed significant amounts of unused resources.

* Smoothed colored-dirt ground transitions on overworld.
* Inverted lighting on upper-left diagonal dungeon walls.
* Smoothed animations for dungeon/cave waters.
* Animated and repositioned next-string-down arrow for dialogue.

* Hammer handle extended to reach Link on downward-facing pound sprite.
* Additional black shades properly filled in on sprites.
* Fixed black tiles appearing behind Ganon's death animation.

CONFIGURATIONS & FUNCTIONALITY:

* Link has falling animation and sound when stepping into pits.
* Hammer pegs stay permanently pounded.
* Diagonal water edges no longer block Hookshot, and prevent ground enemies from walking on them.
* Heart Cave Thing exits to correct Outside Thing DMap.
* Link marker removed from Outside Thing large map.

ENEMIES:

* Wizzrobe Summoners restricted to 12 summons.
* Bombchus use Super Bomb explosions on contact [requires ZC 2.53.0 RC2].

ITEMS:

* Stone of Gravity revised to function properly in ZC 2.53.0 RC2.

LEVELS:

* General
  - Restored standard upper-screen solidity in rooms with guys.

* Outside Thing
  - Can't walk on sides of south-facing unroped dock segments.
  - Consistent shading on colored arrow signs above docks.
  - Additional dark gray rocks on red/blue transition screen.
  - Walk-through wall leading to red area fairy has consistent border spacing on each side.
  - Tweaked solidity at upper northeast of gray area to prevent getting stuck in solid rocks during westward screen transition.

* Green Thing
  - Fixed brick divider above ladder in Map room.


* Blue Thing
  - Added lower-level brick dividers to right wall in Bow room.

* Heart Cave Thing
  - Compass stops blinking after picking up final heart container.

* Final Thing
  - Empty floor space around Ganon statue is walkable.
  - Adjusted walkability of angled floor tiles alongside water in Gleeok (Fire) room.
  - Silver Arrow trigger in Gleeok (Fire) room is permanent.
  - Zelda room uses "Zelda Room" type - adds 4 flames and prevents Zelda's head from floating through end credits.

========================= 36-HOUR (v1.1) CHANGE LOG: =========================

Below is a thoroughly detailed and exceptionally complete list of all changes between the 24-hour version (v1.0) and 36-hour version (v1.1) of the quest. A few are significant, most are minor, some aren't noticeable at all.

GENERAL:

* Rearranged Game Maps & DMaps; removed 1 Map. (This is strictly a matter of file organization and has no effect on gameplay.)
* Dungeon minimaps display full-color layouts with doors, locks, boss locks, entryways, and bombable walls visibly marked.
* Reworked subscreen to fit only this quest's inventory.
* Expanded heart & magic subscreen graphics to eliminate numbers; added gray placeholders to indicate total possible containers.
* Removed scratch screens from bottom of Maps.
* Removed many unused resources.

* New items in caves: Enemy Bait, Lens of Truth.
* New items in shops: Peril Ring, Peril Scroll, Spin Attack Scroll, Quake Hammer Scroll.
* New upgrades: 2 carry-more-bomb rooms.
* Price Reductions: Super Bomb (50 to 20), Blue Ring (175 to 75), Nayru's Love (100 to 75), Red Ring (200 to 100), Din's Fire (75 to 50), Magic Shield below Red Thing (60 to 40).
* 2 new money secrets.
* Existing money secrets reworked; some pay more, others pay less.

* Whistle sound speed increased to 80% of original.
* MIDI volumes further tweaked for greater consistency.

CONFIGURATIONS & FUNCTIONALITY:

* Default text speed increased from 5 to 3.
* Fairy heart rings centered around Link.
* Further reduced Fire Zol's maximum fire trail drops from 4 to 3 (duration reduced from ~6 seconds to ~4.5 seconds).
* Disabled "temporary no return" to prevent Lanmola disappearances upon changing rooms.

ITEMS:

* Reduced Magic Ring 2 charge times to 75% original.
* Reduced Heart Ring 2 charge times to 75% original.
* Wallet 1 gives 25 rupees when picked up.

ENEMIES:

* Bat: HP reduced from 8 to 6 (4 to 3 Wooden Sword / Boomerang strikes).
* Darknut (L1): HP reduced from 8 to 6 (4 to 3 Wooden Sword strikes).
* Darknut (L2): HP reduced from 16 to 10 (4 to 3 White Sword strikes).
* Ganon: HP increased from 32 to 42 (4 to 6 Magic Sword strikes).
* Gibdo: HP reduced from 14 to 10 (4 to 3 White Sword strikes).
* Lanmola (L1 & L2): Doesn't return after death.
* Leever (L3): HP reduced from 16 to 10 (4 to 3 White Sword strikes), step speed reduced from 225 to 175, item drop set changed from Magic + Bombs to Magic + Rupees.
* Like Like: HP reduced from 18 to 14 (5 to 4 White Sword strikes).
* Lynel (L3, Fire): HP reduced from 18 to 14 (5 to 4 White Sword strikes).
* Manhandla (L2): HP increased from 8 to 16 (1 to 2 Magic Sword strikes).
* Octorok (L3): HP reduced from 12 to 8 (3 to 2 White Sword strikes), damage reduced from 6 to 4, item drop set changed from Magic + Bombs to Magic + Rupees.
* Patra (Fire, L1): Body HP reduced from 36 to 24 (18 to 12 Candle burns).
* Peahat: Item drop set changed from Default to Rupees.
* Stalfos (L3): HP reduced from 12 to 8 (3 to 2 White Sword strikes), spins while attacking.
* Wizzrobe (Blue): HP reduced from 20 to 14 (5 to 4 White Sword strikes).
* Wizzrobe (Fire): HP reduced from 20 to 14 (5 to 4 White Sword strikes).

LEVELS:

* General
  - Redesigned default cave.
  - Added no-enemy flags by hookshot posts to keep enemies from blocking posts.
  - Added no-flying-enemy flags to keep various flying enemies within attack range.
  - Added no-enemy flags on main-tier diagonal walls to prevent perspective inconsistency.
  - Added fires to rooms with characters in them.
  - Minor tile tweaks throughout.

* Outside Thing
  - Docks recolored from green to brown, tweaked western arrangement.
  - Added boats to dock area; one contains a rupee prize.
  - New rock layers across entire map.
  - Hidden paths to Nayru's Love & Din's Fire more obvious.
  - Added hidden fairy pond west of Red Thing entrance.
  - Added warp return for push-grave and Armos secret.
  - Blocked ladder on tips of pond at bottom of blue area.

* Blue Thing
  - Fancified the Winchester room.

* Heart Cave Thing
  - Multi-colored rock layers.
  - Entrance / exit uses stairs rather than open wall.
  - Diagonal tiles in dungeon floor segments.
  - Split path to Patra (L2) room so player doesn't walk into enemy spawn spot upon entry.

* Final Thing
  - Tripled size of dungeon from 6 to 18 rooms.
  - Shutters close behind player in Gleeok (Fire) and Ganon rooms.