Wow - this was a nice challenge. And I was having lots of fun right up to dungeon 7 and 8 where things started to get a little too easy and there were secrets blocking the entrances to dungeons. Players can easily get stuck on those things and they aren't really that much fun to figure out. There were also some pretty nasty secrets in dungeons which caused me to finally quit - like in dungeon 5 where you had to push the block all the way up to get to the northern part of the dungeon.
Plus did you know that you can stand in the door and shoot sword beams? Kind of a lame tactic that can clear almost any room. Anyway, nice challenge and apart from those secrets a very nice quest. 4/5
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"Fun in the Sun" II: Shadow of the First
Overview
Feature Quest
Creator: Darkmatt Genre: NES-style Added: 20 Jun 2013 Updated: 08 Oct 2016 ZC Version: 2.50 Downloads: 1457 Rating[?]: |
Download Quest (3.79 MB) |
Information
The return of the revenge of the classic 9 level challenge quest! (Last updated 10/8/16.)
About Reviews Comments Forum Topics
Description
To get the music to work, make sure you put it where the quest file is at. Extract the whole thing in one place and don't move anything anywhere.
Welcome back to the brutal world of Fun in the Sun. It's been about 3 years since the first game, and over the years I have-spent those years making the ultimate classic quest- lived on not giving a single care
about making a follow-up, much less completing one. Man was it luxurious, especially the parts where I get constantly stuck making content in editors. But thankfully, I've stopped beating around the bush and here we are, one new quest full of 8-bit tilesets and 9 levels of carnage.
Like the quest beforehand, this quest is not meant for beginners or inexperienced players. Apparently due to my experience from the last quest, this is now harder than before! So YOU HAVE BEEN WARNED, AGAIN.
Welcome back to the brutal world of Fun in the Sun. It's been about 3 years since the first game, and over the years I have
about making a follow-up, much less completing one. Man was it luxurious, especially the parts where I get constantly stuck making content in editors. But thankfully, I've stopped beating around the bush and here we are, one new quest full of 8-bit tilesets and 9 levels of carnage.
Like the quest beforehand, this quest is not meant for beginners or inexperienced players. Apparently due to my experience from the last quest, this is now harder than before! So YOU HAVE BEEN WARNED, AGAIN.
Story
Instead of saying there is no story, I invite you to come up with a spin on the old 1st quest story. Whatever you come up with is as good a story as any for this quest.
Tips & Cheats
Hey, buddy! You start with no shield! This is important to point out, because otherwise I know you're going to run and just get a rock in the face finding this out.
And remember! Press F6 to end the game and continue without suffering a death.
If you need more hints than what is present in the game, I feel sorry for you. When in doubt, search. Use your head. Etc. etc. In fact, there's info shops in the game. Find them and use them.
Oh and practice your swordplay! You're not gonna beat this game without fancy footwork!
Do not ask me for actual cheats. I am not going to tell you.
And remember! Press F6 to end the game and continue without suffering a death.
If you need more hints than what is present in the game, I feel sorry for you. When in doubt, search. Use your head. Etc. etc. In fact, there's info shops in the game. Find them and use them.
Oh and practice your swordplay! You're not gonna beat this game without fancy footwork!
Do not ask me for actual cheats. I am not going to tell you.
Credits
Your wild ride, as in, the map and quest design, is brought to you by yours truly.
Most of the graphics used are built-in to the editor. (With one exception, which was hand-ripped by me.) Spriter's Resource (Specifically NeoGeoff and Apocalypse) provided the game icons, amongst other graphics used in the game.
All music included in this quest is brought to you by ModArchive. Exact credits are given in the readme file.
MoscowModder is a script wizard and he gets special thanks for introducing me into shoving scripts into quests and getting them to work. (He also tried making the greatest map script ever but it exploded on launch. Memorials are still held to this day.) BigJoe, BlackBishop89, Zecora, and Mr.Z also helped with scripts.
Lunaria gave some good advice on colors and some of the more questionable palettes have been changed around a little bit.
TLG is where I streamed me editing this quest and they helped this quest along by giving general input on this and that. This quest would be considerably different without their aid and I love them for their help. ThatRandomGuy also helped with this and that while this quest was being made.
Thanks to the following people who helped betatest this and tweak its difficulty for the masses: Dustminion, Mr.Z, CaptainObvious.
Most of the graphics used are built-in to the editor. (With one exception, which was hand-ripped by me.) Spriter's Resource (Specifically NeoGeoff and Apocalypse) provided the game icons, amongst other graphics used in the game.
All music included in this quest is brought to you by ModArchive. Exact credits are given in the readme file.
MoscowModder is a script wizard and he gets special thanks for introducing me into shoving scripts into quests and getting them to work. (He also tried making the greatest map script ever but it exploded on launch. Memorials are still held to this day.) BigJoe, BlackBishop89, Zecora, and Mr.Z also helped with scripts.
Lunaria gave some good advice on colors and some of the more questionable palettes have been changed around a little bit.
TLG is where I streamed me editing this quest and they helped this quest along by giving general input on this and that. This quest would be considerably different without their aid and I love them for their help. ThatRandomGuy also helped with this and that while this quest was being made.
Thanks to the following people who helped betatest this and tweak its difficulty for the masses: Dustminion, Mr.Z, CaptainObvious.
Mani Kanina
Edited 26 October 2016 - 04:27 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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I have beaten level one through four at this point, though not in chronological order, so I think I have gotten a fair sample of the quest so far. While I intend to keep playing this quest more I have seen enough to solidify my opinion on where I stand on the quest, I don't think there is anything past the point of where I am in the quest currently that could make me consider the quest worse or better than how I see it currently. (But if I do run into something like that I will go back an adjust my review, of course).
Most of the content in this quest is fairly average, there is certain things that stick out as being good but I haven't ran into any content that amazed me. From that perspective I would have rated the quest a 3 (which is "good" in PZCs scale), labelled it decent and moved on with my day. Sadly, thing's aren't that simple, because this quest have a number of rather poorly designed aspects. I'll just go through a few that comes to mind but I doubt I remember them all:
The palette in the plains area burns my eyes, likewise it did the same for several viewers on my stream. The brightness on the ground really need to be tuned down a bit, probably the trees too. And while not as big of a problem in the mountains, the ground there is on the edge of what I find acceptable in regards to brightness. It's going to be a hard sell to make me play a game that physically hurts my eyes, and I doubt this is a problem that is exclusive for me.
The overworld secrets are overall garbage. Some of them are a bit clever but the wast majority of the secrets seem to expect you to bomb every plausible wall, burn every bush, play the whistle on every screen, etc. There are seldom hints for any of the secrets on the overworld. Perhaps this design methodology flew back when Zelda 1 was released, but that was also a game that expected you to take notes and share with your classmates as to collectively find them all. But that's not really how people play games these days, and I doubt that was the intention when you made this quest. Fact of the matter is that most players think it's a cope-out to have to look up all the secrets in a help thread. And that's not even starting on retarded crap like randomly hammering a rock without any indication that it would do something..., on a screen that already have another secret, I'm sorry but that's garbage design.
While there might be a hint for it somewhere in the quest, I had to be informed by one of my viewers when I got to level 6 that, no, the cross is in-fact in level 1..., in a screen not on the map. That's a very easily miss-able item that is crucial to progressing in the quest. That's a very awkward design choice since I think most people who have missed it would conclude that the cross is closer in the game to level 6, if not inside it, when they run into cloaked enemies.
The level 1 boss is hard for the wrong reasons. The bosses in level two through four are all easier, which is kind of awkward. The reason the boss in level 1 is hard is due to the traps in the boss room, there is just next to no room to dodge, and it honestly feels like victory over that boss was determined more by RNG than any skill my on part. (Given that the boss moves and shoots randomly, and I managed to get a patterned where it did not shoot a whole lot on my second go at it).
Level three over relies on the "enemies always returns" flag. It seems to be on for every single room. I did this dungeon after level four, and yes, it is easier. But it's also extremely tedious if you happens to die. Honestly, if a few screens didn't have that flag it would have been a much more enjoyable experience. The bombchues also seem a bit buggy on the latest build of ZC (exploding even if they don't collide with link), but that's not really this quests fault so I can't blame it for that.
The quest starts you of without a wooden shield..., yet most enemies and enemy placement early on seems to suggest that it was intended that you have one. So goal number one grinding up enough rupees to afford one (and finding the shop that sells it). It just comes across as kind of awkward that the quests starts of with a money grinding.
I think this quest could be good, maybe even great for the right crowd. But currently it's stifled with some awkward design choices that's really holding it back. There are some good things though, the music selection is great and really gives that retro wibe, and some of the dungeon designs are quite interesting and a bit clever.
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.
---------
I have beaten level one through four at this point, though not in chronological order, so I think I have gotten a fair sample of the quest so far. While I intend to keep playing this quest more I have seen enough to solidify my opinion on where I stand on the quest, I don't think there is anything past the point of where I am in the quest currently that could make me consider the quest worse or better than how I see it currently. (But if I do run into something like that I will go back an adjust my review, of course).
Most of the content in this quest is fairly average, there is certain things that stick out as being good but I haven't ran into any content that amazed me. From that perspective I would have rated the quest a 3 (which is "good" in PZCs scale), labelled it decent and moved on with my day. Sadly, thing's aren't that simple, because this quest have a number of rather poorly designed aspects. I'll just go through a few that comes to mind but I doubt I remember them all:
The palette in the plains area burns my eyes, likewise it did the same for several viewers on my stream. The brightness on the ground really need to be tuned down a bit, probably the trees too. And while not as big of a problem in the mountains, the ground there is on the edge of what I find acceptable in regards to brightness. It's going to be a hard sell to make me play a game that physically hurts my eyes, and I doubt this is a problem that is exclusive for me.
The overworld secrets are overall garbage. Some of them are a bit clever but the wast majority of the secrets seem to expect you to bomb every plausible wall, burn every bush, play the whistle on every screen, etc. There are seldom hints for any of the secrets on the overworld. Perhaps this design methodology flew back when Zelda 1 was released, but that was also a game that expected you to take notes and share with your classmates as to collectively find them all. But that's not really how people play games these days, and I doubt that was the intention when you made this quest. Fact of the matter is that most players think it's a cope-out to have to look up all the secrets in a help thread. And that's not even starting on retarded crap like randomly hammering a rock without any indication that it would do something..., on a screen that already have another secret, I'm sorry but that's garbage design.
While there might be a hint for it somewhere in the quest, I had to be informed by one of my viewers when I got to level 6 that, no, the cross is in-fact in level 1..., in a screen not on the map. That's a very easily miss-able item that is crucial to progressing in the quest. That's a very awkward design choice since I think most people who have missed it would conclude that the cross is closer in the game to level 6, if not inside it, when they run into cloaked enemies.
The level 1 boss is hard for the wrong reasons. The bosses in level two through four are all easier, which is kind of awkward. The reason the boss in level 1 is hard is due to the traps in the boss room, there is just next to no room to dodge, and it honestly feels like victory over that boss was determined more by RNG than any skill my on part. (Given that the boss moves and shoots randomly, and I managed to get a patterned where it did not shoot a whole lot on my second go at it).
Level three over relies on the "enemies always returns" flag. It seems to be on for every single room. I did this dungeon after level four, and yes, it is easier. But it's also extremely tedious if you happens to die. Honestly, if a few screens didn't have that flag it would have been a much more enjoyable experience. The bombchues also seem a bit buggy on the latest build of ZC (exploding even if they don't collide with link), but that's not really this quests fault so I can't blame it for that.
The quest starts you of without a wooden shield..., yet most enemies and enemy placement early on seems to suggest that it was intended that you have one. So goal number one grinding up enough rupees to afford one (and finding the shop that sells it). It just comes across as kind of awkward that the quests starts of with a money grinding.
I think this quest could be good, maybe even great for the right crowd. But currently it's stifled with some awkward design choices that's really holding it back. There are some good things though, the music selection is great and really gives that retro wibe, and some of the dungeon designs are quite interesting and a bit clever.
- Epsalon ZX and Deedee like this
Air Luigi
Posted 09 January 2015 - 06:25 PM
Which discourages me to try to beat this quest is the candle, which uses magic. I wouldn't mind much about this, if the secrets are hinted in some way, but they are random. It's annoying running out of magic, and there are lots of trees in the quest. It's a shame because I was liking the quest a lot.
"Fun in the Sun" II: Shadow of the FirstStarted by sctmorgan , 25 Jun 2013 |
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