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Magic and Fantasy
Overview
Feature Quest
Creator: Old-Skool Genre: NES-style Added: 29 Sep 2016 Updated: 23 Oct 2017 ZC Version: 2.50.2 Downloads: 874 Rating[?]: |
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Information
A custom tiled Zelda Classic quest by King Aquamentus
About Reviews Comments Forum Topics
Description
Basically done to show off some spriting and tilework I had done for both overworld and dungeon tiles in classic, Magic and Fantasy doesn't do a lot of things fancy. It aims to impress by keeping the technical details simple and workable. That said, it still maintains a strong epic feeling which promises players an epic adventure across the grand kingdom of Hyrule. With this in mind, I do want to mention that the quest makes use of some nifty little Zquest tricks.
UPDATE - Oct. 17 2017 - Magic and Fantasy has been drastically updated.
- new graphics - certain areas of the map have had graphical additions or tweaks. This includes new background tiles on Death Mountain, a smoke effect around Kakariko Village, and a forest canopy effect over portions of the western and eastern overworld. Abei and Ama have also been resprited.
- new songs - certain parts of the overworld have been divided off into their own Dmaps and given their own background music.
- Level 8 shortcut - a certain shortcut leading to level 8 has been addressed. Level 8 has a lot of buildup for the final dungeon and isn't appropriate to access early, so this has thankfully been dealt with.
- other tweaks - some of the message strings have been changed a little bit in cases where something might have been too cryptic, or a plot element flew over someone's head, or something. Basically, I'm listening to you guys. Also, more caves, more rupees, the ability to upgrade your bomb supply to a total of 16, better mileage for the hammer, and more challenging difficulty later on.
UPDATE - Oct. 22
- fatal error patched - Level 9 was inaccessible
- 16th heart added
- apparently Armos in snowy environments routinely stand on actual snow despite having been in that position for god knows how long. BECAUSE IT MAKES A GOOD UNDER COMBO
- other things I'll pretend were always there but I really snuck in.
UPDATE - Oct. 17 2017 - Magic and Fantasy has been drastically updated.
- new graphics - certain areas of the map have had graphical additions or tweaks. This includes new background tiles on Death Mountain, a smoke effect around Kakariko Village, and a forest canopy effect over portions of the western and eastern overworld. Abei and Ama have also been resprited.
- new songs - certain parts of the overworld have been divided off into their own Dmaps and given their own background music.
- Level 8 shortcut - a certain shortcut leading to level 8 has been addressed. Level 8 has a lot of buildup for the final dungeon and isn't appropriate to access early, so this has thankfully been dealt with.
- other tweaks - some of the message strings have been changed a little bit in cases where something might have been too cryptic, or a plot element flew over someone's head, or something. Basically, I'm listening to you guys. Also, more caves, more rupees, the ability to upgrade your bomb supply to a total of 16, better mileage for the hammer, and more challenging difficulty later on.
UPDATE - Oct. 22
- fatal error patched - Level 9 was inaccessible
- 16th heart added
- apparently Armos in snowy environments routinely stand on actual snow despite having been in that position for god knows how long. BECAUSE IT MAKES A GOOD UNDER COMBO
- other things I'll pretend were always there but I really snuck in.
Story
Late in the night, sounds could be heard from Hyrule Castle. Swords clashing, people screaming... nobody outside knew what was going on, but soon monsters started appearing all over the kingdom. It was soon discovered that Princess Zelda had been taken in the night by monsters... but where? what for? Were they after the Triforce of Wisdom she kept? What would they do without the Triforce of Power, in possession of the sealed Dark Lord?
One young man from the local village sets foot in the castle, unarmed, looking for answers. His query unravels into a grand quest to reassemble the shattered Triforce of Courage and deliver the princess from evil once again.
One young man from the local village sets foot in the castle, unarmed, looking for answers. His query unravels into a grand quest to reassemble the shattered Triforce of Courage and deliver the princess from evil once again.
Tips & Cheats
N/A
Credits
musical credits (and otherwise) in quest
SofaKing
Posted 18 November 2017 - 12:59 PM
Played the most recent version and really enjoyed myself. Fun music can't make a bad quest good but it can make a good quest better, and as someone who lived through that era (as well as the 80s, I'm old) I loved the 90s pop midis present throughout. It's a lot of fun. The throwback to history at the end (L8) was cool. The overworld was well-designed and easy to navigate. The hints at the end were helpful but didn't reveal so much as to spoon-feed where to go. I thought levels 7 and 8 were too easy, at least if one is fully powered at that point. The bosses are mostly extremely easy as well. But this looks good and the fun factor is very high. Four stars.
Sephiroth
Posted 28 January 2017 - 10:38 AM
Magic and Fantasy is a classic Zelda 1 quest. A bit on the linear side at first, but other than that its well polished (aside from ... well, a bit of a sequence-breaking "bug" to say) ... (Watch the videos to see what I mean.) ... The tileset is well done, I like the multi-colored dungeon walls. However the "crystal caves" tiles are a bit ... of an eyesore. The overall difficulty of the quest was decent to start off, but I will agree that level 8 was far too easy to be considered a level 8. The hint for level 6 was a bit cryptic, couldn't even find level six until after I had cleared out levels 8 and 7 beforehand. My progression through the quest was Levels 1-5 in sequential order, then I stumbled-upon level 8, completed it. Felt like a level 4 in overall difficulty. Then found myself in level 7 while I was once again searching for level 6. ... completed that one as well, so by the time I got to level 6 I had quite a few more treasures than I would've had if I had done them in sequential order. I felt the difficulty of level 6 was that of a level 8, but that could've been my horribad playstyle. Overall the quest is well-done, however a few additional tweaks could make this a perfect quest. Gonna give this one a 4/5 stars. Keep it up King Aquamentus.
Eddy
Posted 21 December 2016 - 12:30 PM
Really nice quest overall. I really enjoyed myself and I wouldn't mind picking this up again in the future.
So to begin with, the tileset is incredibly unique. I really like how everything looks, and the dungeons look so cool with the multicoloured walls. I do admit, some things look a bit off and don't fit very well (like the crystal tiles, I didn't really like the look of them to be honest), but generally the custom tiles look very nice and definitely makes the quest feel unique. The overall progression of the quest was nicely done too, a few segments where I got stuck, but it felt great to finally progress onwards after realising where I messed up. The difficulty was pretty good until around Level 6, from there the quest started to feel way too easy and I ended up just breezing through the rest of the quest (Level 8 especially felt way easier than probably Levels 4-7). But I do like the ending of the quest and the sudden dark turn from the end of Level 8 and throughout Level 9.
A few weird things I came across though is some tile errors and one screen where you can keep walking into a tree (which got a little annoying) and one bush that shows a blank blue tile when you burn it (just one screen south of the entrance of the mountain village). Another thing I noticed is that the song choices are quite bizarre. There are a few songs which are pretty nice but some just don't fit at all IMO (such as Sweet Dreams for Level 5, and the songs for Levels 7 and 9). I was honestly expecting more video game songs rather than pop songs, but I dunno, I felt like they just didn't work with this quest IMO. Another thing is that I noticed I ran out of bombs a bit too frequently for trying to bomb walls in dungeons. I'd honestly like to see bomb upgrades throughout the overworld or something (with a max up to 16). Though if this is already in the quest and I just skipped it, my bad lol. One more thing I want to mention, the slow scrolling really dragged on throughout the quest. I understand you're going for Z1-style here, but that was the one thing I really hated in the original game, and I was hoping for faster scrolling to make gameplay feel better and faster. At least you gave slash and full health continues, which is nice
Overall though, this was a pretty solid quest and I definitely had fun with it. Though there are a few things which brought down the experience a little, it was still good and because of that I'm giving this quest a solid 4/5.
So to begin with, the tileset is incredibly unique. I really like how everything looks, and the dungeons look so cool with the multicoloured walls. I do admit, some things look a bit off and don't fit very well (like the crystal tiles, I didn't really like the look of them to be honest), but generally the custom tiles look very nice and definitely makes the quest feel unique. The overall progression of the quest was nicely done too, a few segments where I got stuck, but it felt great to finally progress onwards after realising where I messed up. The difficulty was pretty good until around Level 6, from there the quest started to feel way too easy and I ended up just breezing through the rest of the quest (Level 8 especially felt way easier than probably Levels 4-7). But I do like the ending of the quest and the sudden dark turn from the end of Level 8 and throughout Level 9.
A few weird things I came across though is some tile errors and one screen where you can keep walking into a tree (which got a little annoying) and one bush that shows a blank blue tile when you burn it (just one screen south of the entrance of the mountain village). Another thing I noticed is that the song choices are quite bizarre. There are a few songs which are pretty nice but some just don't fit at all IMO (such as Sweet Dreams for Level 5, and the songs for Levels 7 and 9). I was honestly expecting more video game songs rather than pop songs, but I dunno, I felt like they just didn't work with this quest IMO. Another thing is that I noticed I ran out of bombs a bit too frequently for trying to bomb walls in dungeons. I'd honestly like to see bomb upgrades throughout the overworld or something (with a max up to 16). Though if this is already in the quest and I just skipped it, my bad lol. One more thing I want to mention, the slow scrolling really dragged on throughout the quest. I understand you're going for Z1-style here, but that was the one thing I really hated in the original game, and I was hoping for faster scrolling to make gameplay feel better and faster. At least you gave slash and full health continues, which is nice
Overall though, this was a pretty solid quest and I definitely had fun with it. Though there are a few things which brought down the experience a little, it was still good and because of that I'm giving this quest a solid 4/5.
Epsalon ZX
Posted 19 October 2016 - 10:25 AM
Pretty good. I enjoyed it a lot. Very unique tileset, and a fun, new way to experience classic Zelda. I especially enjoyed the final dungeon.
Music choices was good. Nothing ever felt boring. The challenge feels really unbalanced though. Up to the point where I finally had enough rupees to buy the blue ring, it was extremely difficult. And rupees drop rates seem lower than I normally see them in most ZC quests (even in the original LOZ). After that...the challenge felt normal. But... once I found the Red Ring and the Magic Sword (and especially the Master Sword), it became extremely easy. Thanks for the extension to the final battle. It balanced things a bit more, and made the end game very unique.
Music choices was good. Nothing ever felt boring. The challenge feels really unbalanced though. Up to the point where I finally had enough rupees to buy the blue ring, it was extremely difficult. And rupees drop rates seem lower than I normally see them in most ZC quests (even in the original LOZ). After that...the challenge felt normal. But... once I found the Red Ring and the Magic Sword (and especially the Master Sword), it became extremely easy. Thanks for the extension to the final battle. It balanced things a bit more, and made the end game very unique.
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Magic and Fantasy help thread-QUEST UPDATED 10/17/17Started by Old-Skool , 29 Sep 2016 |
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