Zelda: ALTTP

Find a game design flaw in perhaps the most legendary 2D game of all time

alttp.jpg - 1280x720, 114.99K

link shouldn't have been able to best ganon with the full tri-force

No alternate dungeon music for various dungeons, that's it

ALTTP's soundfont is rather lackluster compared to other SNES games.

There's a romhack that replaces all of the music with the orchestrated pieces

I played it 4 times recently.
Only big flaw is how shit the shield and its upgrades are. It works for arrows at first, and then you get the red shield and it helps against fireballs but only the really small ones, and then you get the mirror shield and it's kinda just lame except for wall lasers. Doesn't block the Beamos, just wall eyes and Wizrobes which died in one hit anyway (even the Mexican ones).
And it's so BIG. It covers up Link's front sprite too much. Speaking of Link, the Red Tunic is kinda just a celebration item which is fine enough I guess. Doesn't make a noticeable difference against Ganon, even though I know it does.
Oh right, I just remembered. That one heart piece from the digging mini-game SUCKS. I got super lucky for the chest game one every time but I'll just say that one sucks too.

Less than 4 of the game's songs are really any good
Also these.

is link between worlds any good?

I just replayed it on hero mode after unlocking it in 2014 and not playing since.
It was really fun despite getting RAPED when I entered the Dark World (enemies do 8 hearts of damage with the green tunic there). The rental system is good though it still made rupees pretty pointless despite the game flooding you with them so you can buy the items. I had everything bought by the 3rd DW dungeon.
The dungeons themselves are really nice for the most part, and the bosses are a lot better than ALTTP's, for the most part again. I remember normal mode being really easy but you still take ALTTP damage numbers, you just have OP items. You get a ton of bottles early on in ALBW though and I remembered where the Blue Tunic was so I rushed that to make it more managable. Oh yeah, this game is really open and you can do Dark World dungeons in whatever order you want. And they do have good items in there that you'll want, the item rentals only affect the light world dungeons lack of dungeon items (except for one).

Every dungeon is pretty much the same besides the Blind's hideout

the sword is like 1-2 pixels too short, it's really annoying sometimes.

combat locked to 4 directions with an abysmally short sword length and no dedicated shield button like every 2D game after it

ugly artstyle(trees especially)

blind the thief fight fucking SUCKS

light blue pegs that exist solely to gatekeep you until you have the hammer but have no reason whatsoever to exist on the overworld

the flame rod never at any point in time works on skulls before or after the ONE time you used it in lost woods

Enemies can attack you from off screen
Your sword hitbox sucks
It's not intuitive to break the rock piles with the pegasus boots
It's nonsensical to need a stronger glove to lift the dark rocks when it should be size that matters (LBW did this for the record)
Soldiers and mines hidden in the bushes

They use the best dungeon music for the first three and then use some atonal muck music for all the dark world dungeons, which demotivates me from replaying

LBW is great, beautiful presentation. For some reason I remember it being short, possibly shorter than alttp but it's been a long time and i know I played it nonstop until I beat it. The gimmick power is ok, sometimes clever.

The fortune teller has a goatse banner on his hut but her desn't actually do it

Zelda just being able to randomly speak telepathically to Link and his uncle is bullshit.

The starting sword has a bad hitbox but the Master Sword has a good one.

hey guess what you have for the first third of the game

No qualms about the original, but hate how the GBA port gatekept a bonus dungeon behind having IRL friends

Such a non issue I don’t know why you even typed this

Three dungeons out of 12?

The sword beams are useless

They're good in Hyrule Castle and the start of Dark World. Also Blind, they make Blind super easy.

It feels both cheap and not substantial to have bomb and quiver capacity upgrades just being buyable. Like, give me a minigame any day of the week

It's gay and a pointless plot convenience. Imagine some random bitch just starts speaking to you. I'd say fuck off bitch, then put my headphones on and start listening to T-Pain.

Toon Link

download.jpg - 196x103, 3.65K

GOT THE BODY OF A GODDESS

you get a longer sword later in the game

You say that as if it negates the fact that it's a problem in the first place.

It does since the first part of the game doesn't make it noticeable anyway except for Moldorm which makes getting the longer sword right after all the more satisfying.

Having to re-enter and donate for Quiver and Bomb Upgrades the amount of times you do is stupid

Pegasus boots could have allowed you to change directions mid run without breaking the design of the game

The game should not even allow you into the last Dark World dungeon without the ("optional") Ice Rod because the boss needs it anyway

Having to find enter/exit ports for Dark World is stupid, adds nothing to the game outside of overworld padding time and the mirror should have just toggled you between them at will like most romhacks let you do anyway

The Dark World dungeons shouldn't have been numbered on the map in the NA/EU version of the game and kept unnumbered like originally

The Hammer needlessly blocks early-Dark World overworld progression for no reason at all

Thoughts?

the first part of the game doesn't make it noticeable anyway

And yet at least 3 people ITT have complained about it

That's just you samefagging.

Find a game design flaw in perhaps the most legendary 2D game of all time

Screen scrolling.

ALTTP has Sahahahahahralalabu tell you the weakness to Agnanigger's magic is to deflect it back with your sword

Years later come OOT

The game expected people to realize the connection come the Phantom and Ganondorf fights and do the same thing

OOT doesn't outright tell you to deflect the attacks unless you go out of your way

There's plenty of other instances like this from ALTTP to OOT

I miss when game devs actually expected players to carry knowledge over between game releases

Its not, but you can tell yourself that if you want

What's the definitive way to play ALTTP in current time? The PC recompilation port? What about emulation of the original? I'm sure there's a romhack out there that adjusts some things for the better.

I figured that out when I played PH (my first game) and had to fight the ghost sisters and saw that OoT Ganondorf's attack was the same

It's pretty fine as is on emulation. The Rupee limit is the main thing fixed in the non-randomized randomizer port.

too many enemies that bounce around the screen like the dvd logo

zelda 2 is unironically a better game than link to the past

t. played through the entire series in order for the first time over last 2 years

Not using the magic power on anti-fairy enemies in the Dark Would for literally free 8 hearts every time

There's no sword upgrades and the final boss sucks so it's worse.

The sword has 7 upgrades

Yeah but he doesn't get a new one. It's the Magical Sword from Zelda 1.

Ok I'm thinking about this and realizing it doesn't matter that much.
You win

links awakening is better

Find a game design flaw

Slash attack is not as good as the stab in earlier games or the larger slash in Link's Awakening.
Some pacing issues and backtracking because of the dual world mechanic and how you get some upgrades.
Some dungeon designs aren't as good as others.

It's a great game. But I personally like Zelda 1, 2 and 4 more.