Name: | The Legend of Zelda - The Mini Quest |
Author: | MaxwelHacks |
Added: | |
Version History: | View |
Demo: | No |
Hall of Fame: | No |
Length: | 11 exit(s) |
Type: | Standard: Hard |
Description: | It's TLoZ 35th anniversary! What about a SMW hack to celebrate? This hack is based on The Legend of Zelda: The Wind Waker, with references from other games of the franchise. Now go save Zelda once again! Features some 4 layered backgrounds, Mode 7 and true hi-res "boss defeated" screens. |
Tags: | asm custom boss exgfx link mode 7 non-mario |
Comments: | 15 (jump to comments) |
Rating: |
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Comments (15)
Thanks!
-The autofire was unintentional, I'm not used to keep pressing a button, so I didn't knew about that. But the pause I really removed from that level, as sometimes the pause flag doesn't work and the screen would still scrolling.
-Yep! There's a sprite up there.
-I don't know neither how that happens, but it also happened to me just once. Then I did the reset door.
-Not really intentional, but I sure want the players to have a lot of lives. In a update, I would probably keep that. lol
-Yes, only the new powerups can make you use the item box. Also not intentional, it must be a glitch with some patch I added.
-That's how the creator of Link's graphics wanted to be, so this one I didn't have choice. XD
But I have a question for you. I have managed to get this game on a SNES cartridge. And everything works great ... buuuut whenever Link goes underground weird graphical errors occur. Do you have any idea why that's the case? It only happens underground, no matter which level.
I can send you a photo if you like.
I've tested the game on my flashcart during development and beated a lot of times when completed, never saw that happening. This seems to be some kind of error during ROM writing, try to make another one.
But I'm curious to see too.
But I have a question for you. I have managed to get this game on a SNES cartridge. And everything works great ... buuuut whenever Link goes underground weird graphical errors occur. Do you have any idea why that's the case? It only happens underground, no matter which level.
I can send you a photo if you like.
In the boating autoscrollers, why are the jump and fire buttons like on autofire, and why can't I pause the game? Also, touching the left edge of the screen is instantly fatal.
During the underwater plant boss of the Water Temple, if you throw an orb upward off the top of the screen by accident, it might collide with something, and then the plant's laser will get screwed up, like it might be always turned on. Is it because the orb killed a sprite above the screen that was controlling the timing of the laser?
There was one time when I jumped over a Mega Mole on the big vine slopes while in the Deku Tree, and I fell right through the vine when I expected to land. I did end up landing on a vine below where there was money and a reset door, so at least that didn't kill me, and I was unable to reproduce that glitch afterwards.
The 3-up fairies respawn when you go through a door and return, making it ludicrously easy to farm lives in certain places. (Is this perhaps intentional?)
The reserve item box has issues too, like you often won't get a reserve item at all when you grab another power up, except when you grab certain special power ups, but then if you want to swap with... let's say, the standard Fire Rod you have in reserve, then you'll lose the special power up you previously had entirely.
And, when you have a Cape Feather, it does function normally like in vanilla SMW, but you cannot see a visible cape sprite while spinning it, though it can still thwack enemies next to you just fine.
Originally, each dungeon level would have 2 midway points, but I had a problem with that patch. So, that's a sad downside.
- Is there something special to to with Tingle besides moving its picture all over the place ? Is there sort of combination to do for unlocking something or is it just a fun gimmick (like the one in SM64 at title screen) ?
Yes, that's just a little easter egg to mess with, nothing more. It was really based on SM64 title screen! haha
Thank you. ;D
Graphics, sprites, music... all bring a very TWW atmosphere and a fair amount of nostalgia ! And the hidden power-ups at Tingle's place are so fun (especially the Ninja one =])
A few remarks though :
- The Dragon Roost Island level should be colored red on map because it has a secret exit (we are still in a SMW map after all)
- Some midway points are misplaced, such as the one in Dessert Temple : as it is placed just before the mid-boss, dying near the end of the level or, worse, during the main boss will force you to beat that mid-boss again and replay all that second part of the level just to give you another try for that main boss.
- It's a shame you couldn't rip that vanilla TWW mid-boss theme, it was so catchy ^^
- Is there something special to to with Tingle besides moving its picture all over the place ? Is there sort of combination to do for unlocking something or is it just a fun gimmick (like the one in SM64 at title screen) ?
9/10 (5 stars) That's an awesome work and a great tribute to Legend Of Zelda ! Happy 35th birthday ! (by the way, this reminds me I will be 34 next month... time goes by so quickly)
The ASM on the special effects and bosses is amazing, but more work needs to be done in terms of level design to really enjoy the game.
PUYO MAGURO WORLD INTENSIFIES
Now, what's next? A hack centered on PuyoPuyo's 30th anniversary?
É super nítida a sua evolução em romhacking, a hack está muito bonita e bem colorida, e os bosses então nem se fala hahaha.