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Messages - cartman414

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TalkBack / RE:Virtual Console Mondays: September 24, 2007
« on: September 25, 2007, 07:34:44 AM »
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Originally posted by: GoldenPhoenix
Snood destroys them all.


Nah.

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It's Tetris Attack, Panel de Pon, Pokemon Puzzle League, and probably a bunch of other names, too. It's infinitely times better than Puyo.
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It's Tetris Attack, Panel de Pon, Pokemon Puzzle League, and probably a bunch of other names, too. It's infinitely times better than Puyo.


I disagree here too. While I appreciate the depth of PdP, it lacks the fun factor of the Puyo series IMO.

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TalkBack / RE: Virtual Console Mondays: August 20, 2007
« on: August 21, 2007, 04:52:48 AM »
Word on Super Metroid. Dunno about recommending Neutopia for everyone, enjoyable as it may be. It has similarly stiff controls in terms of direction and attack to Zelda I.  

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TalkBack / RE: Virtual Console Mondays: June 4, 2007
« on: June 07, 2007, 09:20:26 PM »
Failure or not, Zelda II had enough novel ideas in my book to warrant a spinoff series or something. And hey, if the first time was rushed and sent off to an alternate team, then why not try again proper?

Personally I think SMB: the Lost Levels could only be guilty of being too punishing at times. I liked a couple of things, such as warp pipes that sent you backwards. Clearly they were testing the mettle of the more experienced player. And this time, no levels were recycled.

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TalkBack / RE:Virtual Console Mondays: June 4, 2007
« on: June 07, 2007, 09:02:13 PM »
It didn't necessarily receive a bad reception, just not as good as that of the original.

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TalkBack / RE:Virtual Console Mondays: June 4, 2007
« on: June 07, 2007, 08:37:30 PM »
From what I remember, Zelda II had a rather good reception when it debuted. And again, how can you say it ruined what there was after only ONE game? Zelda II went in a different direction, one that was more combat oriented. Personally, after Zelda II, I anticipated a consolidation of both styles of gameplay, which they did to a marginal extent with the side-scrolling segments of Link's Awakening.

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TalkBack / RE:Virtual Console Mondays: June 4, 2007
« on: June 07, 2007, 02:56:29 PM »
Zelda II was only the second game in the series. How could it have necessarily ruined what was early in development, namely the Zelda series? Zelda I and II were different entities. And the only Ironknuckles that gave the sort of problems you speak of were the blue ones. Still beats a room full of blue Darknuts in Zelda I IMO. And again, Zelda I was also pretty repetitive with the dungeon designs, yet people don't seem to mind it there. As far as items go, the spells could be counted as de facto usables. And the overworld this time around was less central to the overall action this time around.

You may think Zelda II wasn't a successful hybrid, which is fine. I personally found it to be a better cross-genre game than many others.

While I'm not defending every little thing Zelda II did, to say there should never be another game in its vein is kind of like saying there should have never been another top-down Zelda. Refinements happen, you know.  

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TalkBack / RE:Virtual Console Mondays: June 4, 2007
« on: June 07, 2007, 02:31:38 PM »
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Originally posted by: GoldenPhoenixI don't believe I said Zelda II was difficult for the sake of being difficult, I think it is poorly designed which makes it difficult. Now what are these design flaws? Oh perhaps the random battles later on that throw a buttload of enemies at your, which will more than likely hit you. Could it also be the ridiculously poor sword distance? Or maybe it is the cheap "throw you back" when you get hit which I never liked in a game? Or perhaps it is the button smashing battles such as with Ironknuckle which weren't fun nor innovative. This may not be a difficulty flaw but what about the lame "cheap" glitches to kill some of the bosses, like the final one.


The enemy recoil, while at times annoying, wasn't unique to Zelda II, and could be certainly as annoying elsewhere. I do agree about the short sword distance, though it can be overcome to a good extent by mastering the combat. Im' sure there's a saying something along the lines of the weapon not always being everything. And the Ironknuckles were more than "button smashing", which I'll get to in a bit. And the only exploitable glitch involved the final boss.

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Not much different from CV or Metroid? You are kidding right? The design in those games alone beats this one with the ugly stick, not to mention that the "Metroidish" segments are only a part of the game, it has more in its goofy design including the thrown together "random" battles.


Zelda II came at an early age, where memory constraints limited design. This was also the case with Metroid 1. Heck, it wasn't until Super Metroid that they really got it right on that series. And even if Zelda II was simpler in its design, at least it wasn't half as laden in terms of needed backtracking, something which still to an extent is present in the exploration based Castlevanias. (Though it has been fixed in 2d Metroids thanks to nifty shortcuts and high speed powerups such as the Dash Boots.)

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In regards to random battles and Pokemon, that game is an RPG whose staple is random battles, Zelda II didn't know what it wanted to be, there is a difference.


So just because a random encounter results in a non-turn based battle system encounter, that means the game is genre-confused? What about Star Ocean or the "Tales of..." games? Getsufuu Maden, a non-RPG, also had a few visible encounters in one area.

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Anyway I can say I was wrong about Zelda II, it isn't above average it is average to below average! The game is flat out terrible in places, I just played a couple hours of it and see little to nothing redeemable about it (now I know why I never liked it). Text conversations are snore inducing as you wait for them to finish, fighting is simple and stupid (As stated earlier the Iron knuckles are hilariously dumb to fight, down jab, up jab, down jab, up jab really fast), over world map is generic and cramped, level design is generic with little to no variety (Where are all the great puzzles? Where are the distinguishable landmarks? Above all else why does every room look the same in a dungeon?), it is a grind fest, random battles suck being more tedious than fun, item variety is pretty lame in comparison to other Zelda games, and the leveling system is ridiculous. So yeah I would say I have some legitimate reasons for not liking the game (I also found the music nauseating, you can tell it did not have Zelda's lead composer).


Text conversations? You're complaining about single, small blocks of text that you can mostly skip with the push of a button. And from the sound of it, you didn't learn to use the shield properly, or watch their shields, because the Iron Knuckles aren't that bad. It's all about timing and reflexes. I'm not sure I know what you mean by the overworld map being cramped. Zelda I and Metroid were just as repetitive about level design, the latter case a more critical shortcoming given the bigger single area construct. I do understand the gripe about there being a lack of puzzles, though it beat having obtuse and/or badly conceived puzzles (see: Simon's Quest), and the combat kept things interesting for me. As for grind fests with often tedious random battles, let me point you to Pokemon and the first two Final Fantasies, aka Dawn of Souls (GBA) and Origins (PS1). And the leveling system worked pretty well aside from the loss of all present level experience at game over. And the music was fantastic. (If any early Zelda track became nauseating, it was the dungeon music from Zelda 1.)

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TalkBack / RE:Virtual Console Mondays: June 4, 2007
« on: June 07, 2007, 12:33:53 PM »
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Originally posted by: GoldenPhoenix
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Originally posted by: cartman414
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Except OOT was never referred to as a failure but the creator, and was a mishmash of different genres, alot of which was dumped in later installations.


You're going on a bit of a tangent there. I said that OoT had flaws of its own.

Anyways, I believe Miyamoto regarded it as a failure in how the design process went, which is somewhat understandable given the changes that were made from the Japanese version over to the English version (i. e. the stat levels originally resetting to whatever the lowest level was). And it was pretty successful as a genre mashup.

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There are legitimate design flaws in Zelda II that cause people to dislike it, and yes some of it makes the game artificially hard and cheap


Many of which were reminiscent of that era of gaming. Beyond that, care to elaborate upon any so that I may respond on a piece by piece basis? There were things here and there that could have been changed, but it's still no harder than say, Ninja Gaiden, and definitely not any of the G'n'G games.

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Also I wouldn't consider there being nothing like it out there being like it a praise, that usually means there is a reason why it was never imitated.


Only fathomable reason was because they wrongly assumed it was not worth revisiting, which it very much was. The potential for evolution was huge, and yet wasted.


Actually I didn't say it was in comparison to NG or G n G games (Personally I don't care much for either series and I do think many NES games had lazy design flaws to make them cheap so I don't disagree with that either), regardless my focus is not on how hard it was but flaws that made it hard, there is a difference. Take for example Ninja Gaiden for Xbox 360, the game is quite challenging yet it is well designed (well except for that nasty camera). Hardness should not be the focus but how the game is designed. Zelda II felt like an experiment,one that fell into the nasty void of not knowing what it wanted to be, it had tedious random battles, mixed with leveling, mixed with platforming, mixed with lives. The reason why the game was not revisited is because it wasn't that popular and was not that well received by fans of the original game.

So you love the game? Great for you, but realize the majority do not agree with you, there is much more evidence pointing towards the game being flawed in design, and more importantly its reception since it had a great game in the series before it. You can defend the game all you want, and perhaps you like the stuff that annoys others and disappointed the designer, but the fact remains that your opinion, though you have to fair, with accepting the fact that others may have some good reasons for not liking the game besides it being hard. Perhaps it isn't as clear as I thought, but the one year development time gives an indication that the game was rushed out the door, especially since it was basically a whole new engine. Regardless, I think Miyamoto handled the game fine, he took elements that actually worked and trashed the rest, that is all Zelda fans needed. If the game was so brilliantly designed someone else would have mimicked the design, yet no one really did, the game died and led the way to a brilliant title in LTTP.

BTW just for reference purposes here is Miyamotos exact quote (At the very least it indicates that they were going through the motions when creating the game)

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It was my idea, but the actual game was developed by another team, different people to those that made the first game. Compared to Legend of Zelda, Zelda II went exactly what we expected... All games I make usually gets better in the development process, since good ideas keep coming, but Zelda II was sort of a failure...



Zelda II was not much different from Simon's Quest, Symphony of the Night, and other Metroidvanias, in that it was sort of a Metroid-esque experience with RPG elements. The only differences being you had the aforementioned random encounters (which were at least visible) an overhead map (which was also done in Commander Keen and the Japanese-only Konami Famicom release Getsufuu Maden, and those didn't have any RPG elements to begin with), and multiple lives. There are admittedly blemishes, such as pits of death, but that could be fixed by returning to either the room entrance Link was at or the last block of land he was on with a small life penalty, like in subsequent Zeldas. They could also flesh out exploration, item and NPC elements. So to say that the Zelda II concept couldn't be more greatly realized is a bald faced lie.

And if you considered the random battles, which you had a chance of avoiding at the very least, tedious, stay far, far away from the Pokemon games. At least Zelda II had a very engaging battle system.

That last quote suggests IMO is that Miyamoto wasn't really around to see it through the way he did for the predecessor. He said this, IIRC at a later date:

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Link's Adventure... if we were to just bring it out again, it wouldn't be enough fun. It's a little rough around the edges, isn't it? The Disk System had certain limitations and if we were using the cartridge format it would have been better. You know, the American version is improved. It would be great if we were to give the American version of Link's Adventure to Japan, but... [shrugs]. Even among our staff, they love Link's Adventure.


And I meant Ninja Gaiden for the NES, which as much as I loved, could also be considered cheap here and there. And you didn't really give any specific reasons why Zelda II is "difficult for the sake of being difficult".

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TalkBack / RE:Virtual Console Mondays: June 4, 2007
« on: June 06, 2007, 08:11:12 PM »
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Except OOT was never referred to as a failure but the creator, and was a mishmash of different genres, alot of which was dumped in later installations.


You're going on a bit of a tangent there. I said that OoT had flaws of its own.

Anyways, I believe Miyamoto regarded it as a failure in how the design process went, which is somewhat understandable given the changes that were made from the Japanese version over to the English version (i. e. the stat levels originally resetting to whatever the lowest level was). And it was pretty successful as a genre mashup.

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There are legitimate design flaws in Zelda II that cause people to dislike it, and yes some of it makes the game artificially hard and cheap


Many of which were reminiscent of that era of gaming. Beyond that, care to elaborate upon any so that I may respond on a piece by piece basis? There were things here and there that could have been changed, but it's still no harder than say, Ninja Gaiden, and definitely not any of the G'n'G games.

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Also I wouldn't consider there being nothing like it out there being like it a praise, that usually means there is a reason why it was never imitated.


Only fathomable reason was because they wrongly assumed it was not worth revisiting, which it very much was. The potential for evolution was huge, and yet wasted.

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TalkBack / RE: Virtual Console Mondays: June 4, 2007
« on: June 06, 2007, 03:18:12 PM »
Ho boy. Zelda II may have had blemishes, but so did other games of that era, Zelda I and Metroid included. Zelda II still does a bunch of things right, including a great combat system, magic and experience systems, and challenging adversaries. It's also one of those games that rewards personal skill. Not to mention that there's still nothing else like it right now.

And a lot of people out there do dislike the game for being too "hard".

Not to mention that practically all games by definition are flawed. Personally I think Ocarina of Time has a few serious ones, and most people regard it as one of the most definitive games ever.

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TalkBack / RE: Virtual Console Mondays: June 4, 2007
« on: June 06, 2007, 09:20:00 AM »
The combat system is anything but rudimentary. The high/low parry mechanics add a lot to the game. And while there are random encounters for better or worse, at least they are visible. And there are games that are a LOT worse about grinding (see: Final Fantasy 1 and the Pokemon games). And while it may have its blemishes, so did other games of its era, especially Metroid. Considering how awesome Super Metroid was, is that reason enough for there never again to be another game of its kind?

Anyways, Zelda II is one of my favorites in the series, only eclipsed by Link's Awakening and the Oracle games.  

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TalkBack / RE:Editorial: PlayStation or Xbox?
« on: October 25, 2004, 11:06:26 PM »
I remember when I first got the opportunity to check out the Metroid Prime 2: Echoes demo a month or so ago, this other kid who came up to watch me play asked, "Is that Halo 2?" I rest my case.

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