I originally started playing this quest back in 2019, but abandoned the game after just level 1 or perhaps level 2, because the progression was just too tedious and elusive. Much like Mike's Fun House, another highly imaginative and unconventional NES-style quest that I also rage quit too early before much later re-discovering, I'm really glad I have Wizzrobe's Big Day Out a second chance.
I guess I have to mention the elephant in the room, like many others already have: the gameplay and progression through around level 3 is so obtuse due to arbitrary secrets and low offensive and defensive capabilities of the character, it's not particularly fun. This is the point where I quit the first time and almost quit a second time but for some advice from forums posts, which I usually don't feel the need to turn to. I get that LoZ had obscure whistle triggers and other unmarked secrets that most player's wouldn't think to try, but that just so happens to be one of the few bad things about LoZ. In WBDO, this bad element is utilized too much. I'll reiterate that the wand triggers for and inside 'The Gauntlet' are pretty bad because the entrance trigger is so non-obvious and the ice trigger in the dungeon, that leads to an essential item, was hard for me to recognize. There was quite a bit of my character being 1-hit-1-killed early on, and other arduous combat that required some lengthy backtracking, but I get that the difficulty of WBDO was meant to be above-average to solidly moderate.
Past these growing pains, once the player can access the desert, the quest honestly comes to life. There is exploration-galore and the quest becomes gameplay-centric, which gameplay is the quality where this quest really excels. Suddenly, the player's impotent magic, offense, and defensive capabilities can be markedly improved if the player chooses to explore, which is an essential element for every quest in my opinion. The difficulty kind of plateaus from this point and stays fairly easy for a long time, but that's not a bad thing because the dungeon design also markedly improves during this portion of the quest. Early on, the dungeon design is honestly pretty bland, but suddenly the dungeons become more than a means to and end in finding the next item. The story-driven elements take a backseat but are still there on occasion and remain interesting.
Towards the end of the quest, the difficulty ramps up to a solidly moderate level (and sometimes hard) and the story-driven elements come to life again. Without spoiling things, the last 1/4 or so of the quest is probably the strongest portion where gameplay, story, and dungeon design really fire on all cylinders.
I, for one, also really enjoyed the palettes and screen design used in the various overworlds and caves. The world looks relatively real and like a real place, especially for an NES-style quest, which is something few quests manage to achieve. There is a lot of attention to detail in world building, even if most of the maps outside of the main 8x16 overworld are incomplete, and it really shows. Some of the music choices are also impressive and obscure, which others are pretty standard ZC-fare.
Overall, WBDO is another quest where tenacity and stick-tu-it-iveness pay off and there is a grand and rich quest to be had if you can make it through the rough beginning. Honestly, I don't know why these issues with the beginning are still there, after multiple other critiques, but maybe it's for the best? I got a solid 18-hours of play from WBDO and hope to keep[ hunting for some elusive mega secrets and a second ending.
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Wizzrobe's Big Day Out
Overview
Feature Quest
Creator: AaronJer Genre: NES-style Added: 29 Jul 2019 Updated: 17 May 2020 ZC Version: 2.53 Downloads: 654 Rating[?]: |
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Information
Three Wizzrobes touch the Triforce and become usurpers to Link, Zelda and Ganon. Madness ensues.
About Reviews Comments Forum Topics
Description
Download Music: https://drive.google...HvIWmogED8iaUb9
This is a mostly NES-style quest, with some cutscenes. The cutscenes are fairly front and back-loaded, so expect to be wowed at the start, and then the middle of the game to be primarily just be gameplay. The last part of the game, however, including all of Ganon's Fortress, is heavily loaded with story, cutscenes, characters and weirdness.
Cutscenes feature animated portraits, all drawn by me. Some are larger and more detailed than others, or they change as the game goes on for story reasons. Oh, except Din. Din isn't animated. Din is a statue.
This quest is very hard. I designed it for my friends to play, and they are quite good at this sort of game, and I wanted it to be a challenge for them. If you can't beat it, I'm sorry.
7/31/19: Fixed accidental Ganon death, Bro Guy lying about Manhandlas, World Pillar 5 stuck glitch, Golden Pyramid 'sort of stuck' glitch, and Ruined Hyrule stuck glitch.
5/17/20: Fixed item placement bugs where enemy held items would spawn in walls if not picked up before leaving room. Fixed a ladder stuck glitch on the Dead Island.
Story
This story takes place after Legend of Zelda and Adventure of Link. You are playing as a Wizzrobe who broke free of Ganon's control by touching the Triforce of Power. He is completely bonkers. His goal is to defeat Ganon and take over the forces of evil for himself. Two other Wizzrobes touched the Triforce of Courage and Wisdom, and they too are awakened and free of Ganon. They are also... abnormal... and possibly Dutch. They are ostensibly your allies.
Ganon attacked Link and Zelda in the middle of their wedding! Link is missing, and Zelda has been kidnapped by Ganon's forces (although not after killing an alarmingly large number of them.). Wizzrobes ain't give a damn, though. They just want power, Zelda means very little to them one way or the other.
Ganon attacked Link and Zelda in the middle of their wedding! Link is missing, and Zelda has been kidnapped by Ganon's forces (although not after killing an alarmingly large number of them.). Wizzrobes ain't give a damn, though. They just want power, Zelda means very little to them one way or the other.
Tips & Cheats
1. If you skip or ignore dialogue, you will likely end up not knowing what to do or unable to beat a boss. Characters say important gameplay-related things.
2. All secrets that are better than rupees are indicated in some way. A bush standing on its own; the only flat rock surface on the screen; other unique terrain features; dialogue hints. If you go burning every non-descript bush and bombing every wall, you will find rupees, but that is probably all.
3. If something is way too hard, you might be there too early, or there might be items you haven't found yet outside of whatever dungeon you're delving.
4. Some dungeons have multiple entrances.
5. All keese and bats drop huge amounts of magic. Bats = magic. Magic = bats. Bagic = mats.
6. There are some very weird and very out of the way secrets placed in unorthodox ways. The more completely bizarre a secret is, the less likely it has something really important to find. So if you miss them, you're probably only missing a weird joke or funny scene. If you actually find the faerie, for example, no, she doesn't drop anything. It's not a bug. It's just a silly event.
7. Translating the Dutch won't reveal any important gameplay secrets. If you're not actually Dutch, even translating it won't help that much in understanding. It's very slang-ridden, and everything Dutch Guy says is... very weird.
8. There are two endings. If you beat the game and you are super depressed and ready to cry, you got the bad ending. But the good ending is still possible to reach if you reload! Just... think about a better way to do what you just did?
9. Download the music. Jokes will fall completely flat without it.
2. All secrets that are better than rupees are indicated in some way. A bush standing on its own; the only flat rock surface on the screen; other unique terrain features; dialogue hints. If you go burning every non-descript bush and bombing every wall, you will find rupees, but that is probably all.
3. If something is way too hard, you might be there too early, or there might be items you haven't found yet outside of whatever dungeon you're delving.
4. Some dungeons have multiple entrances.
5. All keese and bats drop huge amounts of magic. Bats = magic. Magic = bats. Bagic = mats.
6. There are some very weird and very out of the way secrets placed in unorthodox ways. The more completely bizarre a secret is, the less likely it has something really important to find. So if you miss them, you're probably only missing a weird joke or funny scene. If you actually find the faerie, for example, no, she doesn't drop anything. It's not a bug. It's just a silly event.
7. Translating the Dutch won't reveal any important gameplay secrets. If you're not actually Dutch, even translating it won't help that much in understanding. It's very slang-ridden, and everything Dutch Guy says is... very weird.
8. There are two endings. If you beat the game and you are super depressed and ready to cry, you got the bad ending. But the good ending is still possible to reach if you reload! Just... think about a better way to do what you just did?
9. Download the music. Jokes will fall completely flat without it.
Credits
Orotokohoho - Did the art for the intro screen after the title and the second to last screen in the good ending. He's really good at big sweeping vistas! Commission him if you need one!
SuperJer - The music in the snowy area and the Ice Palace.
AaronJer - Everything else.
SuperJer - The music in the snowy area and the Ice Palace.
AaronJer - Everything else.
DarkFlameSheep
Edited 02 December 2021 - 08:02 PM
I enjoyed especially seeing funny and a bit strange story and cutscenes so much, also exploring overworld is very fun. It is a bit hard at beginning with only one heart, though.
I think seeing the opening helps you know the atmosphere much better than my words.
My Wizzrobe's Big Day Out playlist on YouTube
I think seeing the opening helps you know the atmosphere much better than my words.
My Wizzrobe's Big Day Out playlist on YouTube
- AaronJer likes this
Eddy
Posted 11 February 2020 - 09:57 AM
Just beat this last night and it was quite an enjoyable experience. It oddly felt quite nostalgic to the old 2.10 style quests, while also being fresh and unique with cool new things here and there.
This is definitely quite different to a lot of quests since you're playing as a Wizzrobe, and I like how a lot of the items were modified to accommodate for that. The quest itself looks really well made, I'm a big fan of all the custom tilework going on, it really freshened up the classic tileset as a whole. The cutscenes and custom artwork for some of them are very cool to look at, I can see a lot of time and effort was put into them, so really good job with those. The dungeons were quite cool twists on Z1-style dungeons, and the unique design of them all were refreshing. The overall flow wasn't too bad and dungeons were slightly above average in difficulty, but nothing too hard IMO, even the final boss.
There aren't many negatives I can think of, but three things come to mind. For one, some of the progression secrets felt a bit nonsensical early on since for example, I didn't think the Wand would ever work on an ice block, and I would have never checked some other places like using the Whistle to open the hint on the Black Isle on the mountain top. Granted, you are given the Lens of Truth so that issue was no longer a big problem, but just felt a bit odd early on for me. Another thing is that while the combat in general was fine, I'm not a big fan of placing Red Bubbles in rooms that are quite difficult to dodge. Two examples come to mind, which are the Ice Palace and the Catacombs. In the Ice Palace, I recall one room near the bottom middle of the dungeon with two Red Bubbles and a very cramped space. If I wanted to continue through, I ended up waiting around for quite a while for the bubbles to get out of the way before progressing, otherwise I'd have no "sword". Likewise in the Catacombs, I disliked how they were mixed in with enemies in one room on the left side that was quite tough to navigate. I found the Blue Bubble room shortly after, but I had to do the whole loop again to get back to where I was. I think an easy solution for this would be to either free up quite a bit of space of where the Red Bubbles are, add a Blue Bubble in the mix, or just simply remove them entirely. Lastly, I felt like the starting parts of the quest were quite slow, mostly because you have such limited magic and things drain magic rather fast so you have to keep grinding off bats or buying magic jars to continue exploring around. Without having a Lens so early on, this was kind of irritating IMO.
I quickly compiled a list of random things I found when playing, check it out here.
Overall though, it was quite a fun experience, some things were a little annoying due to what I mentioned earlier but I liked it a lot. I'd give this one a 4/5. Nice job!
This is definitely quite different to a lot of quests since you're playing as a Wizzrobe, and I like how a lot of the items were modified to accommodate for that. The quest itself looks really well made, I'm a big fan of all the custom tilework going on, it really freshened up the classic tileset as a whole. The cutscenes and custom artwork for some of them are very cool to look at, I can see a lot of time and effort was put into them, so really good job with those. The dungeons were quite cool twists on Z1-style dungeons, and the unique design of them all were refreshing. The overall flow wasn't too bad and dungeons were slightly above average in difficulty, but nothing too hard IMO, even the final boss.
There aren't many negatives I can think of, but three things come to mind. For one, some of the progression secrets felt a bit nonsensical early on since for example, I didn't think the Wand would ever work on an ice block, and I would have never checked some other places like using the Whistle to open the hint on the Black Isle on the mountain top. Granted, you are given the Lens of Truth so that issue was no longer a big problem, but just felt a bit odd early on for me. Another thing is that while the combat in general was fine, I'm not a big fan of placing Red Bubbles in rooms that are quite difficult to dodge. Two examples come to mind, which are the Ice Palace and the Catacombs. In the Ice Palace, I recall one room near the bottom middle of the dungeon with two Red Bubbles and a very cramped space. If I wanted to continue through, I ended up waiting around for quite a while for the bubbles to get out of the way before progressing, otherwise I'd have no "sword". Likewise in the Catacombs, I disliked how they were mixed in with enemies in one room on the left side that was quite tough to navigate. I found the Blue Bubble room shortly after, but I had to do the whole loop again to get back to where I was. I think an easy solution for this would be to either free up quite a bit of space of where the Red Bubbles are, add a Blue Bubble in the mix, or just simply remove them entirely. Lastly, I felt like the starting parts of the quest were quite slow, mostly because you have such limited magic and things drain magic rather fast so you have to keep grinding off bats or buying magic jars to continue exploring around. Without having a Lens so early on, this was kind of irritating IMO.
I quickly compiled a list of random things I found when playing, check it out here.
Overall though, it was quite a fun experience, some things were a little annoying due to what I mentioned earlier but I liked it a lot. I'd give this one a 4/5. Nice job!
- AaronJer likes this
Wizzrobe's Big Day OutStarted by sctmorgan , 04 Aug 2019 |
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Finished a questStarted by AaronJer , 29 Jul 2019 |
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