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Yeah, the only real problem was that he kept trying to fight optional enemies.
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# ¿ Sep 9, 2018 18:39 |
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# ¿ May 21, 2024 09:27 |
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ricdesi posted:Oh for sure, the Iron Knuckles are coded to be a giant pain in the rear end, they seem to prefer turning toward Link (but not always), making fighting them... complicated. That said, ultimately an aggressive strategy tends to be the most effective, can't go at it half-mast. Okay that history video is great. I'll share it with some Zelda fans who aren't usually into LPs. HOWEVER, it seems you missed the latest historical revision: https://www.gamespot.com/articles/zelda-timeline-revised-to-include-breath-of-the-wi/1100-6460970/ quote:One other minor revision to the timeline switches the order of two games. Link's Awakening had been listed as following the Oracle of Ages and Seasons games, but now Link's Awakening comes first. It's a minor change, but it makes a bit more sense. The western site has not been edited yet to make any such changes to the timeline.
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# ¿ Sep 10, 2018 19:10 |
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...Have you ever considered just trying to push the block in that last room and going downstairs without bothering with the metal dudes at all?
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# ¿ Sep 12, 2018 20:10 |
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You commented a couple times on the size of rooms and the camera movements being weird. Well, I don't know about BS Zelda but I know how this works in the original LttP and it seems to be a good assumption that this uses the exact same engine. What's happening is that the entire underworld (that is, all dungeons and other indoor spaces) is divided into square rooms. A 'room' is the size of one of those grid squares on the map screen. You can fit 4 small dungeon rooms in, or one of the huge ones. Or two of the 'long' ones. Often there are several of those small rooms in the same 'grid square', and these could even be rooms from different dungeons in order to save memory space. To make the illusion work, the devs programmed the camera such that for each room it can be set to scroll with the player, be locked on the quarter of the grid space they are in (for the smallest rooms), or be locked on the half of the grid space they are in (for long/tall rooms). That tiny room in dungeon 8 where the camera moved around so much, and there seemed to be so much black space around it? Well, on the map it was in the middle of a grid square so they couldn't use the camera-lock trick on corners there. Instead they had no choice but to give the camera free range and not put any rooms directly next to it. Any time the camera seems to act unusual it has to do with hiding the fact that every room of the smallest size is in fact part of a bigger room that's hidden from you. Anyway, when are we getting to the CD-i Zeldas? I want to see what y'all think of it.
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# ¿ Nov 22, 2018 21:11 |
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Ok, so I never played this game, but looking at the LP, it seems most people are EXCESSIVELY happy when you give them a 'reasonable' amount of money. From this I conclude the game actually wants you to be stingy and give them way less - never more than 10 or 20 rupees during the early game. That seems to be the way to make a net profit.
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# ¿ Jan 16, 2019 20:33 |