It's high time I finally finish my account of finishing Dragon Quest II solo, without any kind of aid from the two ally characters.
When I left off around a year ago, I had made it all the way to Rhone, but was having difficulty progressing. Part of that was due to inadvertently accepting an unnecessary restriction that nearly cripples this challenge at the end stages. Namely, I wouldn't accept a death for my character without resetting.
It wasn't originally my intent when I started the challenge. But I started doing it to save gold, and by the time I got to where I didn't need to anymore, some twisted OCD-like behavior took over and I just kept at it. But it's not possible to keep from dying in Rhone, whether in a solo challenge or not, and getting experience becomes considerably more tedious with this restriction. Especially if you happen to be playing on a Famicom cartridge, where you have to put in a lengthy password whenever you restart.
The tediousness of it all caused me to defer playing this game for several months. I came back to it a couple of times during the year. At some point I finally made the decision to drop the death restriction, and finally began to move forward.
I was using as a guide the posted experience of a user on gamefaqs.com who had previously done this challenge. Based on his account, I assumed that Atlas would only be beatable with a critical hit, and would therefore be impractical to attempt without the Sword of Destruction. So at some point early in the grind, I dropped my Thunder Sword and fought Giants (called Gigantes in the original Japanese) until they dropped one. I actually found myself able to beat Atlas with it as early as level 37.
I forget the details of my first time through the boss run, but from the beginning of this challenge I had planned to make one major difference from the account that I read. Whereas he fought all the way through with the Sword of Destruction, and was lucky enough to finish Malroth without freezing at the wrong moment, I realized that this wasn't necessary. The Sword of Destruction is useful only because it gives you a much higher critical hit chance, but Malroth is immune to critical hits, so the sword becomes a liability at that point. But except for Hargon, none of the other final dungeon bosses respawn until you reset the game or turn it off. So as long as you don't do one of those things, once Atlas is dead, who is the only one that requires a critical hit to beat, you can go back, uncurse, and re-equip the Thunder Sword to fight the others.
I attempted to follow this strategy after beating Atlas for the first time, but after leaving my system on several days my wife accidentally unplugged the system. I didn't lose my level, because I kept getting passwords, but I knew I would have to go through the process again of getting the Sword of Destruction, beating Atlas, and getting the Thunder Sword again (I couldn't carry them simultaneously because I wasn't using inventory spaces outside of the main characters, and there just wasn't enough room).
Anyway, after this setback, I ended up taking another break for a few months. Then, closer to the end of the year, I think around the time I finished Twilight Princess on Gamecube, I moved the Famicom to my man-cave room and this game replaced Twilight Princess as my default not-in-the-TV-room game.
By the time I had successfully beaten Atlas again, I was in the lower- to mid-40 level range. When I finally made it to Malroth (I can't remember if I quite got to him before this point) I realized that I was going to want every stat boost I could get from leveling. Although I think I did try the fight each level, I'm pretty sure I didn't best him until a few tries after hitting level 50, which is the maximum level.
Taking inspiration from a video I saw on the Internet, I sought out the Light Sword for the final fight. It took a bit of a grind, because once I ditched the no-dying rule my gold reserves quickly went to zero and stayed there, but its Surround effect works on Malroth, and even though Surround in general is noticeably less effective in this game than every other Dragon Quest, any time Malroth misses you is a huge bonus. You can keep yourself alive for quite a bit against him with the Shield of Strength, as long as he doesn't put you to sleep, but it takes, if I remember, 4 or 5 hits to beat him, and if you have to take time to heal yourself, the odds of him casting Healall are very strong. A single miss from him can make the difference in the fight. If you're lucky enough to have two, your odds go way up. The tradeoff, unfortunately, is that with no backpacks I had to get rid of my helmet to make room for the other sword.
Incidentally, I did try fighting him with the Falcon Sword, which is the sword I actually used most of the time I was grinding. Against most enemies, it ends up the superior weapon. But against high-defense enemies, it loses its advantage. Two hits with the Falcon Sword consistently does noticeably less damage than one hit with the Thunder Sword against Malroth.
(I'd like to note that the same is true with Metal Babbles--the Falcon Sword can easily fail to kill one in two hits long after the Thunder Sword is guaranteed to kill one in one hit, even at level 50 if I remember right. There's only a very small window, I think, where the Falcon Sword is more effective than other weapons against Metal Babbles, but that window might actually be closed by the time or shortly after you can afford the Falcon Sword!)
I don't remember how many tries it took at level 50, but I think it was several, but I finally did it. I finished nearly a year after I had blogged about getting to Rhone, but at last it is done. And when I finally finished the last of my challenges for Dragon Quest II, I decided it was finally time to focus on finishing 100% on Dragon Quest III, which brings me up to my current endeavors.
Tuesday, January 16, 2018
Monday, January 15, 2018
Twilight Princess, Skyward Sword, Finally Catching Up
It wasn't until after I'd started on A Link Between Worlds that I finally got around to revisiting Twilight Princess. I started as in my other games by loading up my game file and revisiting each environment, looking for hidden items. I used my wolf sense across the entirety of the overworld map, just to make sure I was thorough. In this way I found all of the Golden Bugs, and also found and went through the Cave of Trials that I had somehow missed the first time around. But I was still missing at least six Pieces of Heart. Not sure how or where I could have missed so many, and feeling disheartened (no pun originally intended, but I like how it came out), I knew that I'd probably need to do one more playthrough.
Unlike the DS entries I've just covered, this had been my second time playing through this game, and my first time on the Wii. For my last replay, I decided to go back to the Gamecube version, which would allow me to digest my opinion of it alongside the Wii version. It would also allow me more time to play, since the Gamecube is in a different room from the main TV and I could play while my wife watched TV, for example. Whenever I found something, I went back to my Wii file and got it there, too, until I finally found everything.
On my last playthrough I repeatedly had a maddening experience. As thorough as I thought I'd been, I still found nearly half a dozen different locations I had previously missed. Each time, with eager anticipation, I walked up to the previously unknown treasure chest. Each time, I was seriously disappointed when I pulled out an orange Rupee.
On a side note, if you look at the amount of Rupees you can find in the game, and the amount of things in the game you can spend those Rupees on, and take the ratio of the two, I think you would find that Twilight Princess has the highest such ratio in the entire series. It is surprisingly difficult to not have your wallet maxed out in this game. I think, in retrospect, that the single most useful feature of the Magic Armor is not for defense, but to give you room to accept the 97th orange Rupee you find in the game.
Anyway, it took a while, but I finally did find them all. It wasn't as bad as I initially thought; it turned out four of the ones I was missing were in two dungeons. I'm not sure how I missed those, as I always make it a point in every Zelda game to collect every chest in every dungeon. But there it is. I know at least one of them was one that I couldn't figure out how to get, in Snowpeak Mansion. I had speculated maybe I needed to come back later, but I finally discovered the solution was something you can do while you're there the first time. The other one was easy though, I must have just missed seeing it somehow with my compass. As for the two in the Twilight Realm, I honestly can't remember why I might have passed those by.
There was one I found on the overworld, which you need the spinner to get to across a chasm near the entrance to the Hidden Village. It's easy to overlook since it's across a chasm.
The last one I found was also at Snowpeak. This is where doing a replay may have helped. I had tried very hard to get a good time racing the Yeti on my other file, not to get a reward, and not remembering that there was no reward for the very first time you race him. When I saw that on my last file, I scratched my head. But then I did something that I'm surprised I hadn't done before: I spoke to the Yeti's wife after the race. Sure enough, she challenges you to a more difficult race and gives you the Piece of Heart for the reward.
Twilight Princess as a whole is a game that I have mixed feelings about, which I can't quite resolve. And not because I have any bad feelings about it. It's more like I have these really great feelings about it, but when I look back on the game after I put the controller down, for some reason I can't put my finger on, it seems like something was missing.
There's really nothing negative I can find to say about the game, and every time I've played it through I've thoroughly enjoyed it. I actually can't stand having such thoughts and impressions that I can't qualify, so I'm always trying to find a reason why. After thinking about it a lot, the only thing I can come up with is that, whereas most of the Zelda games work hard to come up with some angle or other to really make themselves stand out, Twilight Princess mostly reworks concepts that have already been used. It is obviously aiming to be like Ocarina of Time, but the things that the game does to set it apart from Ocarina of Time are things that have been done before in other games. The Twilight Realm is highly reminiscent of the Dark World from A Link to the Past. And the wolf mechanic is essentially the same as the transformation masks on Majora's Mask. So all in all, even though everything this game does is done extremely well, it just doesn't end up standing out in memory the way other games in the series do. (I think this line of reasoning also may apply to A Link Between Worlds as part of the reason I wasn't as impressed by it.)
But I absolutely love the story in this game. It's right up there with all of the other 3-D Zelda stories. The characters in this game are very well done. It has all the right moments to tug at all the right emotions. And Link's companion Midna is far and away one of the most interesting characters in the entire series, and one of the only guide-type characters that I really came to care about. She may be my favorite, but it's hard for me to pick a favorite between her and Zelda from Spirit Tracks.
This game also possibly has the best dungeons of any Zelda game, which has always been one of my favorite parts of any Zelda. I also love the range of new types of equipment, such as the Spinner and the Ball and Chain.
Finishing Twilight Princess brings me to one of my most pleasant surprises in playing through the series, which is playing through The Legend of Zelda: Skyward Sword. I have yet to digest my full opinions on this, because I have still only played this one through once. My first playthrough must have finished around March or April, because I remember that I didn't finish it before the release of Breath of the Wild.
After finishing my last replay of Twilight Princess, which must have been near the end of November, I spent several weeks looking for the collectibles in Skyward Sword. I wanted to find them all before starting a replay, if I could, because Hero Mode replaces your original file, and I wanted the original file complete. I considered replaying a non-Hero mode file if I couldn't find everything, but it turned out unnecessary, as I found all of the remaining Pieces of Heart and Gratitude Crystals in my final scour of the game. In general the environments in this game are a little more compact than previous games, so it's not as difficult to go through the whole game again. And this game's Piece of Heart count is the smallest of any 3-D Zelda, and any Zelda since the Oracle Games. I think the last Piece of Heart I found was one you get racing mine carts in Lanayru.
As I believe I mentioned in one of my early blog posts, Skyward Sword is a game I tried to play years ago, but I didn't get past the second dungeon before I put it down and didn't pick it back up again. I couldn't quite put my finger on why it didn't grab me then, but I always knew that a part of it was because I felt out of touch with the series as a whole. It was a primary motivation for me to go back and replay the series, including the games I hadn't played yet.
I have to say that once I finished that endeavor, coming back to Skyward Sword was quite a different experience, and far more engaging than I had expected. Even though I had tried through the years to avoid anything about this game on the internet, I had nevertheless gotten some wind of the impression that it hadn't been received as well by the community. So I tried not to get my hopes up too high. But I also was determined not to keep them too low either, as I certainly don't always agree with the internet population's general consensus. But the overall experience very much surprised me. I think that this might actually be my new favorite Zelda game, even before digesting my impressions in a replay.
The game's story is every bit as good as other 3-D Zelda's. In some ways it's particularly engaging because of Zelda's more active role in the story. I don't know if the story is actually better than previous games, but I really enjoyed it. I love the way they developed Groose's character through the game, and the game's incarnation of Impa is probably my favorite. This game's ending makes me tear up a bit, perhaps more than other Zeldas.
I absolutely love this game's soundtrack. The Ballad of the Goddess is a new favorite of mine, but I really like the music all the way through. Although I do wish that there were a bit more to the harp you play in-game.
I am part of the camp that absolutely loved the controls in this game. I know that this is a dividing point among fans, but it's one area where I can't fully understand the other point of view. I thought that what they did with Wii Motion Plus was amazing, and I am very disappointed that it probably won't be the future direction taken with the series. This game has the most engaging sword combat in the entire series, and sword combat is the one thing that Breath of the Wild feels like it's taken a step backward in. It's hard for me to go back to traditional controls after playing this game. Yes, there are things in this game that could have and sometimes maybe should have been done with traditional controls. But nothing beats using your actual controller as your sword. Also, throwing and rolling bombs or other items, cracking your whip, swinging the bug net, and aiming your bow or slingshot are all things that come off better with the Wii's unique control capabilities. I'm very grateful that the last one on this list, at least, was not abandoned in Breath of the Wild.
Lastly, one of the things I loved about the game was its difficulty. In my last entry I described my feelings about the general challenge level in the Zelda series since Ocarina of Time. In this game, for the first time since the series went 3-D, combat became a real focus to the point that it actually takes some skill to stay alive. At first I was a little put off when I started the game with six hearts, something very nontraditional for Zelda. But then I learned that for the first time in forever, you actually need those hearts. It's the first Zelda game I played in decades where I actually felt a danger of dying, and the first one in decades where I actually found myself actually using the potions and fairies I had on hand. Part of this is due to the learning curve associated with the new control scheme, but I found that even when I had gotten used to it, I still found a lot of challenge fighting enemies. This game involves actual skill in gameplay, something that I hadn't really seen in Zelda since the NES days. And it's something that definitely adds a lot to the experience.
I have been very excited to try the game's Hero Mode, especially since playing the one in A Link Between Worlds. I started about a month ago, but I haven't made much progress. My little 5-year old girl was watching me as I played through the game's opening areas, and she took a great interest in it. So I've decided that I'm mostly going to play it when she's around. That has so far limited me to a few hours a week, when both of us are home on the weekends and my wife is not using the TV. I finished the first dungeon last weekend. I died twice in Faron woods before the dungeon, and once inside, but otherwise managed to make it through, though I used my only potion before I got to the boss. Fortunately I caught a fairy in the large room outside of where you get the beetle. Ghirahim took all of my hearts, but my fairy kept me alive, and I was able to best him. I definitely got a lot of practice on him on the Thunder Dragon's challenge on my first playthrough.
I don't mind the slow progress, because I've been using my former Zelda time to resume a focus on Dragon Quest II and III. And I've really made a lot of progress there, and am really excited for a few things to try with that game on the horizon. More about that soon!
I have been very excited to try the game's Hero Mode, especially since playing the one in A Link Between Worlds. I started about a month ago, but I haven't made much progress. My little 5-year old girl was watching me as I played through the game's opening areas, and she took a great interest in it. So I've decided that I'm mostly going to play it when she's around. That has so far limited me to a few hours a week, when both of us are home on the weekends and my wife is not using the TV. I finished the first dungeon last weekend. I died twice in Faron woods before the dungeon, and once inside, but otherwise managed to make it through, though I used my only potion before I got to the boss. Fortunately I caught a fairy in the large room outside of where you get the beetle. Ghirahim took all of my hearts, but my fairy kept me alive, and I was able to best him. I definitely got a lot of practice on him on the Thunder Dragon's challenge on my first playthrough.
I don't mind the slow progress, because I've been using my former Zelda time to resume a focus on Dragon Quest II and III. And I've really made a lot of progress there, and am really excited for a few things to try with that game on the horizon. More about that soon!
Saturday, January 13, 2018
Spirit Tracks and A Link Between Worlds
After first playing, then months later replaying The Legend of Zelda: Spirit Tracks, I think I have decided that it is my new favorite handheld Zelda game. I don't even know if I can fully put my finger on why I enjoy this game so much, but it was definitely the one I looked most forward to replaying, and the one I had most fun replaying.
For one thing, I love the music in this game. It has one of the my favorite soundtracks of any Zelda, handheld or not. I could listen to the train-driving theme for hours, and I also love the background music in the regular areas. I like the new tools this game introduces. And even though its operation seems inconsistent at times, and doesn't work well at all on the trains I ride every day, I still love that you have to play a musical instrument by actually blowing into the system. Some day I want to master this instrument.
I also really love the story. In particular, this is one of the best and most engaging incarnations of the character Zelda in the entire series. This version of the princess is also easily one of the best companion/guide characters in the series, possibly even better than Midna, who was my previous favorite. This is actually the only handheld Zelda game with more than minimal involvement from the eponymous character. But her presence in this game rivals her roles in the best of the best console iterations.
Spirit Tracks didn't really have any particular collectibles whose acquisition stumped me overall. I do remember having a hard time with trying to deliver Dark Ore to Linebeck, before I realized I wasn't taking the correct path (and in fact hadn't even unlocked the correct path at that time). I really liked the variety of things to search for in this game, from Heart Containers to filling a stamp book to finding rabbits in the overworld, and ultimately finally finding the special scrolls. This game has a lot to offer for an intrepid treasure hunter.
I also liked the treasure and train upgrade system in this game much better than the one in Phantom Hourglass. It's a lot more fun to look for the treasures when they have more specific uses than just selling them. I also find it fascinating to see how the treasures from Phantom Hourglass evolved into this game's system, which was the clear predecessor to the crafting system in Skyward Sword, which preceded a much more massive and detailed crafting system in Breath of the Wild.
This game also has my favorite final boss sequence of any handheld Zelda.
Even though both DS games seem to get less love on the internet, I enjoyed think Spirit Tracks in particular is fantastic. On the other hand, A Link Between Worlds seems to have been much more popular in general, but my first impressions of the game were relatively underwhelming.
A Link Between Worlds is a good game, and I've had a great time with it. It is great for evoking nostalgia, which is probably a huge reason it was so well received. And it does wonders with the flattening-into-a-wall mechanic prominent throughout the game. I think the main problem with it is that it does very little to set itself apart from previous hits. In particular, when comparing it with its predecessor, A Link to the Past (and the game invites direct comparison on every level) it seems inferior at nearly every point of comparison. It's still a great game, and better than many of the other overhead 2-d entries. But it's not better than A Link to the Past, and I'm not sure it's definitively better than Minish Cap either.
There is one very important caveat to my impression of A Link Between Worlds, which I only discovered on my replay, which I'll discuss in a moment. This is the first game that I did not need to do a replay to find pieces of heart or anything else, because I found all of those with ease on my first playthrough. I actually found all the Pieces of Heart before I had even completed the game, making this the easiest game in the series to find all of the Pieces of Heart. And the Maimais aren't too hard to find with the Maimai map. In retrospect maybe I should have tried without using it, but it's so integrated into the map display that I didn't even really think about not using it.
But, aside from reliving the story and giving myself a chance at a second impression, there was still a very compelling reason to replay the game, which is the Hero Mode that unlocks upon finishing the game.
And, wow! It's amazing how much the Hero Mode impacted my overall impression of the game. This was my first time trying a Hero Mode in the Zelda series. The only other one I've played that has such a mode is Skyward Sword, but my replay of Skyward Sword didn't start until after my replay of this game. I found the Hero Mode to be one of the most refreshing things I've seen in this series for a long time.
I've loved the Zelda series since before it was a series, when I had Zelda for my NES as a child. Before I entered adulthood, I was a dedicated fan who had played every game in the series. Even though overall I have loved the direction the series has taken, there is one major complaint I have had about its direction, which has been a valid complaint at least since the series went to 3D in Ocarina of Time. My complaint has been that the games are too easy from a combat perspective. There's a great amount of challenge in solving the dungeons and finding pieces of heart and other collectibles. But when it comes to just staying alive, the games have been ridiculously easy for a long time.
For example, I always get frustrated with keeping space in my bottles. For, even in my first playthroughs of every game at least since Majora's Mask, every time I've obtained a potion, I've never found on occasion where I actually needed to use it. I usually have to end up drinking it at some point just to make room for something else in a bottle. But once you get one or two heart containers, there's just nothing there to put you in danger of dying.
I remember in the original Legend of Zelda that there were enemies that would do two entire hearts worth of damage to you if you just had your green clothes. At full health that would take eight hits to kill you. With the blue ring you could extend that to sixteen hits, but there were a lot of these enemies in the late stages of the game, so potions were a necessity unless you were particularly good at avoiding damage. Zelda 2 is notorious for its difficulty in keeping your character alive, and even though Link to the Past was easier than both of these games, it still kept more of the challenge than entries since then.
So when I first tried the Hero Mode here and the weakest enemy in the game did two hearts worth of damage to me, after I picked my jaw off of the ground I went through and found myself thoroughly enjoying the rest of the game. I died many times, and I actually found use for my potions. In fact, when I fought the final boss I had to use all of my potions to survive my first try.
This game offered a very refreshing challenge that I haven't seen in so long. Although, as I'll probably write in my next entry, the challenge is one of the things I loved about Skyward Sword as well, even not considering the Hero Mode. When I subsequently replayed Twilight Princess, I found myself being very careful to avoid damage and then a little disappointed when I would get hit and realize how unnecessary it was. At some point, I really want to play the Wii U versions of Wind Waker and Twilight Princess, just because I know they added Hero Modes.
I'll finish this entry with a quick note that I just need one more Streetpass medal to get all fifty and really finish 100% completion. Unfortunately, as of this week, my 3DS doesn't seem to be working and is in need of repair. Hopefully that won't be too expensive, or else I may be 3DS-less for a little while.
For one thing, I love the music in this game. It has one of the my favorite soundtracks of any Zelda, handheld or not. I could listen to the train-driving theme for hours, and I also love the background music in the regular areas. I like the new tools this game introduces. And even though its operation seems inconsistent at times, and doesn't work well at all on the trains I ride every day, I still love that you have to play a musical instrument by actually blowing into the system. Some day I want to master this instrument.
I also really love the story. In particular, this is one of the best and most engaging incarnations of the character Zelda in the entire series. This version of the princess is also easily one of the best companion/guide characters in the series, possibly even better than Midna, who was my previous favorite. This is actually the only handheld Zelda game with more than minimal involvement from the eponymous character. But her presence in this game rivals her roles in the best of the best console iterations.
Spirit Tracks didn't really have any particular collectibles whose acquisition stumped me overall. I do remember having a hard time with trying to deliver Dark Ore to Linebeck, before I realized I wasn't taking the correct path (and in fact hadn't even unlocked the correct path at that time). I really liked the variety of things to search for in this game, from Heart Containers to filling a stamp book to finding rabbits in the overworld, and ultimately finally finding the special scrolls. This game has a lot to offer for an intrepid treasure hunter.
I also liked the treasure and train upgrade system in this game much better than the one in Phantom Hourglass. It's a lot more fun to look for the treasures when they have more specific uses than just selling them. I also find it fascinating to see how the treasures from Phantom Hourglass evolved into this game's system, which was the clear predecessor to the crafting system in Skyward Sword, which preceded a much more massive and detailed crafting system in Breath of the Wild.
This game also has my favorite final boss sequence of any handheld Zelda.
Even though both DS games seem to get less love on the internet, I enjoyed think Spirit Tracks in particular is fantastic. On the other hand, A Link Between Worlds seems to have been much more popular in general, but my first impressions of the game were relatively underwhelming.
A Link Between Worlds is a good game, and I've had a great time with it. It is great for evoking nostalgia, which is probably a huge reason it was so well received. And it does wonders with the flattening-into-a-wall mechanic prominent throughout the game. I think the main problem with it is that it does very little to set itself apart from previous hits. In particular, when comparing it with its predecessor, A Link to the Past (and the game invites direct comparison on every level) it seems inferior at nearly every point of comparison. It's still a great game, and better than many of the other overhead 2-d entries. But it's not better than A Link to the Past, and I'm not sure it's definitively better than Minish Cap either.
There is one very important caveat to my impression of A Link Between Worlds, which I only discovered on my replay, which I'll discuss in a moment. This is the first game that I did not need to do a replay to find pieces of heart or anything else, because I found all of those with ease on my first playthrough. I actually found all the Pieces of Heart before I had even completed the game, making this the easiest game in the series to find all of the Pieces of Heart. And the Maimais aren't too hard to find with the Maimai map. In retrospect maybe I should have tried without using it, but it's so integrated into the map display that I didn't even really think about not using it.
But, aside from reliving the story and giving myself a chance at a second impression, there was still a very compelling reason to replay the game, which is the Hero Mode that unlocks upon finishing the game.
And, wow! It's amazing how much the Hero Mode impacted my overall impression of the game. This was my first time trying a Hero Mode in the Zelda series. The only other one I've played that has such a mode is Skyward Sword, but my replay of Skyward Sword didn't start until after my replay of this game. I found the Hero Mode to be one of the most refreshing things I've seen in this series for a long time.
I've loved the Zelda series since before it was a series, when I had Zelda for my NES as a child. Before I entered adulthood, I was a dedicated fan who had played every game in the series. Even though overall I have loved the direction the series has taken, there is one major complaint I have had about its direction, which has been a valid complaint at least since the series went to 3D in Ocarina of Time. My complaint has been that the games are too easy from a combat perspective. There's a great amount of challenge in solving the dungeons and finding pieces of heart and other collectibles. But when it comes to just staying alive, the games have been ridiculously easy for a long time.
For example, I always get frustrated with keeping space in my bottles. For, even in my first playthroughs of every game at least since Majora's Mask, every time I've obtained a potion, I've never found on occasion where I actually needed to use it. I usually have to end up drinking it at some point just to make room for something else in a bottle. But once you get one or two heart containers, there's just nothing there to put you in danger of dying.
I remember in the original Legend of Zelda that there were enemies that would do two entire hearts worth of damage to you if you just had your green clothes. At full health that would take eight hits to kill you. With the blue ring you could extend that to sixteen hits, but there were a lot of these enemies in the late stages of the game, so potions were a necessity unless you were particularly good at avoiding damage. Zelda 2 is notorious for its difficulty in keeping your character alive, and even though Link to the Past was easier than both of these games, it still kept more of the challenge than entries since then.
So when I first tried the Hero Mode here and the weakest enemy in the game did two hearts worth of damage to me, after I picked my jaw off of the ground I went through and found myself thoroughly enjoying the rest of the game. I died many times, and I actually found use for my potions. In fact, when I fought the final boss I had to use all of my potions to survive my first try.
This game offered a very refreshing challenge that I haven't seen in so long. Although, as I'll probably write in my next entry, the challenge is one of the things I loved about Skyward Sword as well, even not considering the Hero Mode. When I subsequently replayed Twilight Princess, I found myself being very careful to avoid damage and then a little disappointed when I would get hit and realize how unnecessary it was. At some point, I really want to play the Wii U versions of Wind Waker and Twilight Princess, just because I know they added Hero Modes.
I'll finish this entry with a quick note that I just need one more Streetpass medal to get all fifty and really finish 100% completion. Unfortunately, as of this week, my 3DS doesn't seem to be working and is in need of repair. Hopefully that won't be too expensive, or else I may be 3DS-less for a little while.
Thursday, January 11, 2018
Zelda Continued
Aaargh. I'm very eager to start blogging about recent experiences with Dragon Quest III, which I finally reached max levels on last night. I had meant to briefly summarize my last year, but writing brings back memories of things that belonged in this blog had I been writing, and I just can't leave them out. It might take me a few entries to catch myself up.
After finishing Wind Waker, I had plenty of fun searching through other Zelda games for their respective collectibles. As a warning to the reader, certain treasure locations will be discussed below.
My next game to go through was Minish Cap. My initial playthrough and subsequent re-scouring had left me missing two pieces of heart. I also (mistakenly) thought I was missing an amulet that is mentioned in the Swordman newsletter. I had casually browsed some message board topics on this game and had read a post suggesting that the Light Arrows, which I had found, were permanently missable. Wondering if the same was true of this supposed amulet, and wanting a more focused re-scouring of the game, I decided, as with Wind Waker, to start the game over.
Some weeks later, I had completed and scoured the game over again, and had found one of the two pieces of heart I had been missing, in a hidden bomb cave on Mount Crenel. I hadn't the faintest idea where the last one could be, and was losing heart (no pun intended). But I came up with a plan that worked surprisingly well.
I had been playing the game on the Wii U Virtual Console, since it was cheaper than buying a used copy and money is always tight. But sometime around then I was visiting family out of state and asked my brother if I could borrow his Game Boy Advance copy of the game, on which copy I had played the game my first time years ago and on which copy my original file remained. I figured if I could take the game with me I could search the game again at leisure while on the bus or train, since my available handheld gaming time is many times larger than my available console gaming time. I also wanted to take a peek to see if I might have found it years before on my first playthrough.
The strategy brought results surprisingly quickly. As it turns out, I had not found the piece of heart on a previous playthrough. But after playing for a few hours here and there while out and about, on the way home one day, I passed a location that jogged a memory. Early in my replay, I had taken mental note of an NPC comment about the bell in the town square, telling myself to check on it later. When later came, I forgot about it. For some reason, on the umpteenth time I passed that bell, I remembered it. Sure enough, jumping into the bell with the Roc's Cape yielded my last piece of heart.
The amulet presents something of an interesting story. After I had helped a few nice ladies find a home in my replay and getting their reward, something about the item name and description jogged a memory from playing Dragon Quest games on the Famicom. The Japanese word 守り, or まもり, ("mamori" in roman characters), which appears a few times in the Dragon Quest games, effectively means "something that protects," and apparently can refer to any kind of charm or an amulet. For example, the Charm of Rubiss from Dragon Warrior II and the Sacred Amulet on Dragon Warrior III both translate from this word. With some creative Googling in Japanese, I was able to verify that this was also Japanese word used to translate the items "Din's Charm," "Nayru's Charm," and "Farore's Charm," whose descriptions perfectly match the description of the "Amulet" mentioned in the Swordsman newsletter. I am now certain that these are in fact the items referred to in the newsletter, but the clue is muddled due to a translation inconsistency. It wasn't too hard to confirm on gamefaqs.com that there is no amulet in this game.
I had intended from this point on to simultaneously work on completion of Phantom Hourglass and Twilight Princess, one for when I was out and about and one for when I was at home. I don't remember my exact timeline, but I don't think I really even got started in earnest on Twilight Princess until after I had replayed most of the other handhelds. This was due largely to having a lot more time to play the handhelds. I think I was also probably distracted for a bit with Breath of the Wild. At some point I was also working on my solo Dragon Quest II challenge, and that might have been in that time frame.
Phantom Hourglass was fun for me to play through. It gets some flack online for its non-traditional setup, but I found it very refreshing to have such a different take on a classic formula that had in some ways begun to feel stale to me. I think the controls, though non-traditional, were implemented very well and helped add a fresh a new dimension to classic Zelda items. The story was fun, and Linebeck has become one of my favorite supporting characters in the series. And the part where you're asked to make an impression on your map by pressing it against another was one of my single favorite moments in modern gaming history. I puzzled over it for maybe a good ten minutes before I finally realized the solution. I thought it was ingeniously creative and I loved it.
The only real complaint I have is that the environments, particularly in the dungeons, are overly simple for the most part, which unfortunately does make the game feel less deep than most other entries. But it's still plenty fun. And I, for one, really enjoyed the Ocean Temple with its intricacies. When I replayed the game, after enough practice, I ended up with a perfect time of 25 minutes left in my hourglass.
Yes, I replayed this game as well. After revisiting everything I was still missing around half a dozen Spirit Gems, and I knew a replay would force me to look closer in each area. And since this was the first game on this list that I had never completed, I felt a replay would help me better digest my impressions and keep my memory of the story from getting lost so quickly. But I didn't finish completion in my replay. When I found something I just went and picked it up on my other file. It's quite a chore to get all of the ship parts on one game file (I gather it's easier if you have a friend with the game, and was easier still before they discontinued the non-local wi-fi service) and I didn't want to waste the effort I'd already put in.
The Spirit Gems are hidden well. Most of the ones I was missing were in the western half of the world, so starting over served me well finding them. When I got to the end of the replay, I was still missing one Courage Gem. I was a bit discouraged, but while roaming back and forth in odd moments of the day I was passing through one area where I flash of inspiration that panned out. I think it was on Mercay Island, where you start, where I was passing through a cave I'd been through many times, and watching the water fall in the background somehow gave me the thought of wondering where it was flowing to. Knowing I could extend my view with my bow or my boomerang, I tried it, and found to my utter delight that there was a switch I could hit off screen. The switch activated a treasure chest that had my last gem, and I was quite thrilled to find it.
I ended up consulting a guide in that game to confirm I'd found all the treasure charts, since the game doesn't tell you how many there are. I had wrongly assumed when I collected forty that it would be a nice, even number, but it turned out I was missing one. I took a guess at a possible location for the missing one and did consult a guide to see if it was a reasonable guess, though I couldn't confirm it from the guide alone because I didn't remember where I had found all of the others. But it was one of four that are randomly available in the same minigame, and trying the minigame for about ten or fifteen more minutes confirmed that it was the one I was missing. This is one of the only times where I wasn't able to get full completion without a guide, though I never checked one until I believed I had full completion.
This seems like a good spot to cut this off for today. I'll see if I can fit the rest of my year into one more entry tomorrow.
After finishing Wind Waker, I had plenty of fun searching through other Zelda games for their respective collectibles. As a warning to the reader, certain treasure locations will be discussed below.
My next game to go through was Minish Cap. My initial playthrough and subsequent re-scouring had left me missing two pieces of heart. I also (mistakenly) thought I was missing an amulet that is mentioned in the Swordman newsletter. I had casually browsed some message board topics on this game and had read a post suggesting that the Light Arrows, which I had found, were permanently missable. Wondering if the same was true of this supposed amulet, and wanting a more focused re-scouring of the game, I decided, as with Wind Waker, to start the game over.
Some weeks later, I had completed and scoured the game over again, and had found one of the two pieces of heart I had been missing, in a hidden bomb cave on Mount Crenel. I hadn't the faintest idea where the last one could be, and was losing heart (no pun intended). But I came up with a plan that worked surprisingly well.
I had been playing the game on the Wii U Virtual Console, since it was cheaper than buying a used copy and money is always tight. But sometime around then I was visiting family out of state and asked my brother if I could borrow his Game Boy Advance copy of the game, on which copy I had played the game my first time years ago and on which copy my original file remained. I figured if I could take the game with me I could search the game again at leisure while on the bus or train, since my available handheld gaming time is many times larger than my available console gaming time. I also wanted to take a peek to see if I might have found it years before on my first playthrough.
The strategy brought results surprisingly quickly. As it turns out, I had not found the piece of heart on a previous playthrough. But after playing for a few hours here and there while out and about, on the way home one day, I passed a location that jogged a memory. Early in my replay, I had taken mental note of an NPC comment about the bell in the town square, telling myself to check on it later. When later came, I forgot about it. For some reason, on the umpteenth time I passed that bell, I remembered it. Sure enough, jumping into the bell with the Roc's Cape yielded my last piece of heart.
The amulet presents something of an interesting story. After I had helped a few nice ladies find a home in my replay and getting their reward, something about the item name and description jogged a memory from playing Dragon Quest games on the Famicom. The Japanese word 守り, or まもり, ("mamori" in roman characters), which appears a few times in the Dragon Quest games, effectively means "something that protects," and apparently can refer to any kind of charm or an amulet. For example, the Charm of Rubiss from Dragon Warrior II and the Sacred Amulet on Dragon Warrior III both translate from this word. With some creative Googling in Japanese, I was able to verify that this was also Japanese word used to translate the items "Din's Charm," "Nayru's Charm," and "Farore's Charm," whose descriptions perfectly match the description of the "Amulet" mentioned in the Swordsman newsletter. I am now certain that these are in fact the items referred to in the newsletter, but the clue is muddled due to a translation inconsistency. It wasn't too hard to confirm on gamefaqs.com that there is no amulet in this game.
I had intended from this point on to simultaneously work on completion of Phantom Hourglass and Twilight Princess, one for when I was out and about and one for when I was at home. I don't remember my exact timeline, but I don't think I really even got started in earnest on Twilight Princess until after I had replayed most of the other handhelds. This was due largely to having a lot more time to play the handhelds. I think I was also probably distracted for a bit with Breath of the Wild. At some point I was also working on my solo Dragon Quest II challenge, and that might have been in that time frame.
Phantom Hourglass was fun for me to play through. It gets some flack online for its non-traditional setup, but I found it very refreshing to have such a different take on a classic formula that had in some ways begun to feel stale to me. I think the controls, though non-traditional, were implemented very well and helped add a fresh a new dimension to classic Zelda items. The story was fun, and Linebeck has become one of my favorite supporting characters in the series. And the part where you're asked to make an impression on your map by pressing it against another was one of my single favorite moments in modern gaming history. I puzzled over it for maybe a good ten minutes before I finally realized the solution. I thought it was ingeniously creative and I loved it.
The only real complaint I have is that the environments, particularly in the dungeons, are overly simple for the most part, which unfortunately does make the game feel less deep than most other entries. But it's still plenty fun. And I, for one, really enjoyed the Ocean Temple with its intricacies. When I replayed the game, after enough practice, I ended up with a perfect time of 25 minutes left in my hourglass.
Yes, I replayed this game as well. After revisiting everything I was still missing around half a dozen Spirit Gems, and I knew a replay would force me to look closer in each area. And since this was the first game on this list that I had never completed, I felt a replay would help me better digest my impressions and keep my memory of the story from getting lost so quickly. But I didn't finish completion in my replay. When I found something I just went and picked it up on my other file. It's quite a chore to get all of the ship parts on one game file (I gather it's easier if you have a friend with the game, and was easier still before they discontinued the non-local wi-fi service) and I didn't want to waste the effort I'd already put in.
The Spirit Gems are hidden well. Most of the ones I was missing were in the western half of the world, so starting over served me well finding them. When I got to the end of the replay, I was still missing one Courage Gem. I was a bit discouraged, but while roaming back and forth in odd moments of the day I was passing through one area where I flash of inspiration that panned out. I think it was on Mercay Island, where you start, where I was passing through a cave I'd been through many times, and watching the water fall in the background somehow gave me the thought of wondering where it was flowing to. Knowing I could extend my view with my bow or my boomerang, I tried it, and found to my utter delight that there was a switch I could hit off screen. The switch activated a treasure chest that had my last gem, and I was quite thrilled to find it.
I ended up consulting a guide in that game to confirm I'd found all the treasure charts, since the game doesn't tell you how many there are. I had wrongly assumed when I collected forty that it would be a nice, even number, but it turned out I was missing one. I took a guess at a possible location for the missing one and did consult a guide to see if it was a reasonable guess, though I couldn't confirm it from the guide alone because I didn't remember where I had found all of the others. But it was one of four that are randomly available in the same minigame, and trying the minigame for about ten or fifteen more minutes confirmed that it was the one I was missing. This is one of the only times where I wasn't able to get full completion without a guide, though I never checked one until I believed I had full completion.
This seems like a good spot to cut this off for today. I'll see if I can fit the rest of my year into one more entry tomorrow.
Wednesday, January 10, 2018
Catching up on The Legend of Zelda
The year 2017 was actually a very difficult and challenging year for myself and my family for various reasons. It seemed one crisis after another was demanding our time and attention. I'm sure it's a primary reason why blog ended up dying. But it's not to say I wasn't still working on my video game projects. I just didn't have time or energy to write about it.
Looking back, it seems most of my gaming for the last year has been centered on The Legend of Zelda. I had been replaying the series up to Twilight Princess, with intent afterward to finish the games I hadn't yet played.. By around March of last year, I had completed my replays, and had also completed Phantom Hourglass, Spirit Tracks, A Link Between Worlds, and Skyward Sword for the first time each. I enjoyed them all, and found myself particularly impressed by Spirit Tracks and Skyward Sword, which I think may have become my new favorite handheld and console Zeldas, respectively.
I got Breath of the Wild for the Wii U and Four Swords Adventures for the Gamecube for my birthday. The latter I have been playing only intermittently when my brother comes to visit, since it's primarily a multiplayer game. The former I have played and enjoyed intermittently, but it does take a lot of time to do even small portions of it, and it's on the console that my daughter plays most, so it's not easy to find available time for it. Furthermore, when I got the camera rune on the game and started using it to fill my compendium, it reminded me so much of the figurine collecting in Wind Waker that I just had to go back and finish finding everything. Since then I've devoted the bulk of my video game time to finding the collectibles in the Zelda games, an effort I finished (excluding Breath of the Wild) about a month ago.
Finding things like pieces of heart and other collectibles is one of my favorite things in the Zelda series. I find it very rewarding to find things without use of a guide. Not wanting to rob anyone else of that, I considered formatting this with black background text to help anyone from spoiling treasure locations. But it looks ugly and is difficult to read and edit, so I am giving a disclaimer. Anyone who wants to find said treasures on their own can skip the rest of this entry and come back to it after they've found them on their own.
My time finding everything in these games has been immensely rewarding, starting with Wind Waker. After finding all of the figurines I could, and still being short a couple of figurines, pieces of heart, and treasure charts, I decided to start a new game file. I didn't want to do a second-playthrough file without finding everything on my original file, so I started a new original file. Playing through everything again forced me to take a closer look at everything than I might have if I'd just started revisiting locations, if only because it was less boring. It would give me a chance to document where I found everything, which I thought would be helpful. Also, I had reason to suspect that several figurines I was missing might not actually be available after a certain point in the game.
On my replay, I ended up finding several pieces of heart that I had previously missed, one of which was in a place I swore I had checked, but apparently hadn't. I also found my missing treasure chart (I think I had only been missing one when I started the replay). Interestingly enough, the chart I was missing was one I remembered finding on my other file. I must have quit without saving and forgotten to go back and get it. But this is where documenting the locations of things really helped me out, so I could check my other file to see what I was missing.
I nearly broke my own heart one day, when I was looking at a message board topic for the game online that I thought was innocuous, and read a sentence that I belatedly realized was revealing the general location of a piece of heart. However, when I looked there on my old file I didn't find it, and took heart that maybe I misunderstood it. When I got to the same point in my replay, I realized a much more comforting truth: it was actually one I had already found and then forgotten about.
I scoured the whole world again as soon as I had the second pearl, just to make sure there weren't any permanently miss-able things at an earlier stage. I made extensive use of my telescope just to make sure I didn't miss anything not shown on the map. (Incidentally, it turned out that the one chart I was missing was the Big Octo Chart. This strategy helped me find all of the Big Octos without it, which accounted for two of my missing pieces of heart.) Then, after going on to complete the rest of the game, I was still missing one piece of heart and six or seven figurines.
At game's end, there was nothing for it but to go through each map square again, racking my brain for anything I hadn't tried. The last piece I found was the one you get from sinking a cannon ship, I think near Rock Spire Island. I had occasionally considered maybe one might drop as treasure from such a ship, similar to one of the Triforce Charts, but since I never saw any other such ship drop anything important, I really didn't think this would pan out, and didn't put much effort into trying it. But try it I finally did. By this time I had probably spent over a month all told on my replay, looking for pieces of heart, and when I found this last one everyone in my house knew it for how loudly I yelled. I think it took me over an hour to calm down and focus on anything other than how ecstatic I was to finally find it.
After all this, I was still missing a handful of figurines which I had to assume were the members of Tetra's crew, only one of whom can be photographed after getting the pictobox (Niko can be photographed when you get bombs from him.) If I had counted more carefully I would have realized that her crew would have left me one short still, and I might have figured out who that one person was. As it was I guessed that you may need to do the second-playthrough mode to collect all of the figurines, similar to how you have to get all of the rings in the Oracle games. (It actually turns out that, unlike the Oracle games, you can only do a single second-playthrough--fortunately I didn't know that or I might not have tried to do it, and I wouldn't have inadvertently discovered the actual solution like I did).
When I actually got to Tetra's ship and realized I would still need one more, I made a guess that I hadn't previously considered, which turned out to be correct, that one of my missing figurines was Tetra herself. I had previously assumed that Tetra herself would not have a figurine, as she was already represented by a Zelda figurine. If I hadn't made that assumption, I might have realized that all figurines were in fact available without doing the second-playthrough mode, because as it turns out all of Tetras crew, including Tetra, get figurines with a single pictograph of Tetra. And Tetra is, however briefly, available for a pictograph when she follows you to Hyrule.
Ultimately, I finished the second-playthrough mode with all of the figurines, pieces of heart, and treasure charts. I would like to go back sometime and complete a first-playthrough file with all these including the figurines, but I have definitely had my fill of the game for the time being. With a large feeling of accomplishment to motivate me, I moved on to the rest of the series. I'll detail more about that in my next entry.
Looking back, it seems most of my gaming for the last year has been centered on The Legend of Zelda. I had been replaying the series up to Twilight Princess, with intent afterward to finish the games I hadn't yet played.. By around March of last year, I had completed my replays, and had also completed Phantom Hourglass, Spirit Tracks, A Link Between Worlds, and Skyward Sword for the first time each. I enjoyed them all, and found myself particularly impressed by Spirit Tracks and Skyward Sword, which I think may have become my new favorite handheld and console Zeldas, respectively.
I got Breath of the Wild for the Wii U and Four Swords Adventures for the Gamecube for my birthday. The latter I have been playing only intermittently when my brother comes to visit, since it's primarily a multiplayer game. The former I have played and enjoyed intermittently, but it does take a lot of time to do even small portions of it, and it's on the console that my daughter plays most, so it's not easy to find available time for it. Furthermore, when I got the camera rune on the game and started using it to fill my compendium, it reminded me so much of the figurine collecting in Wind Waker that I just had to go back and finish finding everything. Since then I've devoted the bulk of my video game time to finding the collectibles in the Zelda games, an effort I finished (excluding Breath of the Wild) about a month ago.
Finding things like pieces of heart and other collectibles is one of my favorite things in the Zelda series. I find it very rewarding to find things without use of a guide. Not wanting to rob anyone else of that, I considered formatting this with black background text to help anyone from spoiling treasure locations. But it looks ugly and is difficult to read and edit, so I am giving a disclaimer. Anyone who wants to find said treasures on their own can skip the rest of this entry and come back to it after they've found them on their own.
My time finding everything in these games has been immensely rewarding, starting with Wind Waker. After finding all of the figurines I could, and still being short a couple of figurines, pieces of heart, and treasure charts, I decided to start a new game file. I didn't want to do a second-playthrough file without finding everything on my original file, so I started a new original file. Playing through everything again forced me to take a closer look at everything than I might have if I'd just started revisiting locations, if only because it was less boring. It would give me a chance to document where I found everything, which I thought would be helpful. Also, I had reason to suspect that several figurines I was missing might not actually be available after a certain point in the game.
On my replay, I ended up finding several pieces of heart that I had previously missed, one of which was in a place I swore I had checked, but apparently hadn't. I also found my missing treasure chart (I think I had only been missing one when I started the replay). Interestingly enough, the chart I was missing was one I remembered finding on my other file. I must have quit without saving and forgotten to go back and get it. But this is where documenting the locations of things really helped me out, so I could check my other file to see what I was missing.
I nearly broke my own heart one day, when I was looking at a message board topic for the game online that I thought was innocuous, and read a sentence that I belatedly realized was revealing the general location of a piece of heart. However, when I looked there on my old file I didn't find it, and took heart that maybe I misunderstood it. When I got to the same point in my replay, I realized a much more comforting truth: it was actually one I had already found and then forgotten about.
I scoured the whole world again as soon as I had the second pearl, just to make sure there weren't any permanently miss-able things at an earlier stage. I made extensive use of my telescope just to make sure I didn't miss anything not shown on the map. (Incidentally, it turned out that the one chart I was missing was the Big Octo Chart. This strategy helped me find all of the Big Octos without it, which accounted for two of my missing pieces of heart.) Then, after going on to complete the rest of the game, I was still missing one piece of heart and six or seven figurines.
At game's end, there was nothing for it but to go through each map square again, racking my brain for anything I hadn't tried. The last piece I found was the one you get from sinking a cannon ship, I think near Rock Spire Island. I had occasionally considered maybe one might drop as treasure from such a ship, similar to one of the Triforce Charts, but since I never saw any other such ship drop anything important, I really didn't think this would pan out, and didn't put much effort into trying it. But try it I finally did. By this time I had probably spent over a month all told on my replay, looking for pieces of heart, and when I found this last one everyone in my house knew it for how loudly I yelled. I think it took me over an hour to calm down and focus on anything other than how ecstatic I was to finally find it.
After all this, I was still missing a handful of figurines which I had to assume were the members of Tetra's crew, only one of whom can be photographed after getting the pictobox (Niko can be photographed when you get bombs from him.) If I had counted more carefully I would have realized that her crew would have left me one short still, and I might have figured out who that one person was. As it was I guessed that you may need to do the second-playthrough mode to collect all of the figurines, similar to how you have to get all of the rings in the Oracle games. (It actually turns out that, unlike the Oracle games, you can only do a single second-playthrough--fortunately I didn't know that or I might not have tried to do it, and I wouldn't have inadvertently discovered the actual solution like I did).
When I actually got to Tetra's ship and realized I would still need one more, I made a guess that I hadn't previously considered, which turned out to be correct, that one of my missing figurines was Tetra herself. I had previously assumed that Tetra herself would not have a figurine, as she was already represented by a Zelda figurine. If I hadn't made that assumption, I might have realized that all figurines were in fact available without doing the second-playthrough mode, because as it turns out all of Tetras crew, including Tetra, get figurines with a single pictograph of Tetra. And Tetra is, however briefly, available for a pictograph when she follows you to Hyrule.
Ultimately, I finished the second-playthrough mode with all of the figurines, pieces of heart, and treasure charts. I would like to go back sometime and complete a first-playthrough file with all these including the figurines, but I have definitely had my fill of the game for the time being. With a large feeling of accomplishment to motivate me, I moved on to the rest of the series. I'll detail more about that in my next entry.
Saturday, January 6, 2018
Defeating the God of Destruction with My Bare Hands
I really tried to keep this blog from dying, but it happened nevertheless. I want to try and revive it.
My biggest problem was that anytime I had the choice in front of me whether to blog or to play, I chose to play. Playing time is precious these days, and I've taken as much as I can. Also, I have not been so involved in special challenges for a year, so perhaps haven't felt blogging my play would be as interesting.
But before I get into it in earnest, I need to finish the draft I had begun nearly a year ago. I found the following written here as a draft:
"As I mentioned in my last post, I have completed my challenge quest of completing the game with no equipment, while only using items absolutely required to beat the game.
It wasn't too hard, at least comparatively, to get through Rhone. The main difficulty was getting through Hargon's temple.
The second floor is short and the enemy set includes enemies from the road to Rhone as well as Rhone itself. It's nothing to worry about in any playthrough, as the enemies are generally less dangerous than they are outside the temple.
The third floor is brutal with no armor."
That's all I wrote. Unfortunately, a year later, I found that I cannot remember my final battle. It seems I remember it being epic, and I know I had really wanted to relate it, but any specifics are long since gone. This is another reason that I have delayed reviving my blog, unsatisfied with my last partial entry.
But a flash of inspiration hit me as I realized the solution was terribly simple. I simply loaded up my previous game file and did it again. It took an hour or so. Here it is.
The first order of business in the final approach is to get to the final boss set with as much HP and MP as possible. Of course, anyone who has played this knows there is a lot that can go wrong here. Any encounter where you fail to run can weaken you, and a few encounters can hurt you bad or kill you outright if you fail to run more than once. And there's always the Defeat and Sacrifice spells that can make you hate your day. Fortunately, on this effort, I didn't die from anyone that wasn't a boss, though I did come scarily close on a pair of Mace Mashers on the third floor of the temple when it took four rounds to run away (fortunately the third and fourth rounds they cast Defeat and Defense exclusively; my Prince of Cannock survived with less than 10 HP and was able to Revive my dead princess to bring everyone back.
Atlas didn't prove too difficult. My normal strategy worked just fine, just taking a little longer. Fortunately I actually got a pre-emptive strike, which allowed one successful cast of Defense before he started unloading on my Princess. But with her defending I was able to keep her healed while my hero attacked. I even managed to get a second Defense spell off midway through the fight, though I'm not sure how much that influenced things.
Bazuzu kindly didn't cast Sacrifice, though my Prince of Cannock succumbed to his Defeat spell before the fight was done. Other than that, Bazuzu didn't put up much of a fight.
Down a man, I lost to Zarlox, but worked my way back up to him with all my party. I successfully beat him and Hargon, with a critical hit from Cannock, before losing to Malroth just a few rounds. I realized belatedly that I forgot to heal after Hargon, and two breath attacks killed my hero.
It took me two more tries to beat Malroth. His breath attack is disasterous with no armor to defend against it. It does around 70 damage to each party member, forcing me to take a round and a half to heal. I had the princess cast Defense every time she could spare a round not healing. After three or four successful tries the two princes can deal enough damage to give you a real chance. However, between the breath attacks and Healall, it still comes down to a certain amount of luck. On my second try, I couldn't even get Defense to work until a few castings. I think at one point I was close to beating him, but my princess ran out of MP and it went south quickly from there.
But on my third attempt, I finished him off. I actually ended that with 110 MP for my princess, showing just how much chance can influence the battle.
This was an exciting accomplishment for me a year ago, and it was fun to recreate it now. I learned a lot about this game doing these playthroughs. I really enjoyed it.
I ended up finally finishing the solo challenge also, but it took much longer. I finished it just a few months ago, after a few times on and off. Assuming I can keep my revival going, I'll write more about that in my next entry.
I think I'm getting ready to begin a similar set of challenge efforts for Dragon Quest III. I've been putting a lot of thought into it lately. I think it's part of the reason I wanted to revive my old blog. It definitely adds a motivation. So here's hoping I'll be here again soon.
My biggest problem was that anytime I had the choice in front of me whether to blog or to play, I chose to play. Playing time is precious these days, and I've taken as much as I can. Also, I have not been so involved in special challenges for a year, so perhaps haven't felt blogging my play would be as interesting.
But before I get into it in earnest, I need to finish the draft I had begun nearly a year ago. I found the following written here as a draft:
"As I mentioned in my last post, I have completed my challenge quest of completing the game with no equipment, while only using items absolutely required to beat the game.
It wasn't too hard, at least comparatively, to get through Rhone. The main difficulty was getting through Hargon's temple.
The second floor is short and the enemy set includes enemies from the road to Rhone as well as Rhone itself. It's nothing to worry about in any playthrough, as the enemies are generally less dangerous than they are outside the temple.
The third floor is brutal with no armor."
That's all I wrote. Unfortunately, a year later, I found that I cannot remember my final battle. It seems I remember it being epic, and I know I had really wanted to relate it, but any specifics are long since gone. This is another reason that I have delayed reviving my blog, unsatisfied with my last partial entry.
But a flash of inspiration hit me as I realized the solution was terribly simple. I simply loaded up my previous game file and did it again. It took an hour or so. Here it is.
The first order of business in the final approach is to get to the final boss set with as much HP and MP as possible. Of course, anyone who has played this knows there is a lot that can go wrong here. Any encounter where you fail to run can weaken you, and a few encounters can hurt you bad or kill you outright if you fail to run more than once. And there's always the Defeat and Sacrifice spells that can make you hate your day. Fortunately, on this effort, I didn't die from anyone that wasn't a boss, though I did come scarily close on a pair of Mace Mashers on the third floor of the temple when it took four rounds to run away (fortunately the third and fourth rounds they cast Defeat and Defense exclusively; my Prince of Cannock survived with less than 10 HP and was able to Revive my dead princess to bring everyone back.
Atlas didn't prove too difficult. My normal strategy worked just fine, just taking a little longer. Fortunately I actually got a pre-emptive strike, which allowed one successful cast of Defense before he started unloading on my Princess. But with her defending I was able to keep her healed while my hero attacked. I even managed to get a second Defense spell off midway through the fight, though I'm not sure how much that influenced things.
Bazuzu kindly didn't cast Sacrifice, though my Prince of Cannock succumbed to his Defeat spell before the fight was done. Other than that, Bazuzu didn't put up much of a fight.
Down a man, I lost to Zarlox, but worked my way back up to him with all my party. I successfully beat him and Hargon, with a critical hit from Cannock, before losing to Malroth just a few rounds. I realized belatedly that I forgot to heal after Hargon, and two breath attacks killed my hero.
It took me two more tries to beat Malroth. His breath attack is disasterous with no armor to defend against it. It does around 70 damage to each party member, forcing me to take a round and a half to heal. I had the princess cast Defense every time she could spare a round not healing. After three or four successful tries the two princes can deal enough damage to give you a real chance. However, between the breath attacks and Healall, it still comes down to a certain amount of luck. On my second try, I couldn't even get Defense to work until a few castings. I think at one point I was close to beating him, but my princess ran out of MP and it went south quickly from there.
But on my third attempt, I finished him off. I actually ended that with 110 MP for my princess, showing just how much chance can influence the battle.
This was an exciting accomplishment for me a year ago, and it was fun to recreate it now. I learned a lot about this game doing these playthroughs. I really enjoyed it.
I ended up finally finishing the solo challenge also, but it took much longer. I finished it just a few months ago, after a few times on and off. Assuming I can keep my revival going, I'll write more about that in my next entry.
I think I'm getting ready to begin a similar set of challenge efforts for Dragon Quest III. I've been putting a lot of thought into it lately. I think it's part of the reason I wanted to revive my old blog. It definitely adds a motivation. So here's hoping I'll be here again soon.
Monday, January 30, 2017
DQII Late Game Version Comparisons
I am nearing the end of my massive Dragon Quest II project. Last night I completed my no-equipment-and-only-necessary-items challenge (more on that in the next entry, as I ran out of time and room on this one), leaving me with just the solo challenge to complete. That one will take a while, but everything else is done.
As I had planned, shortly before Christmas I was ready to finish my dialog comparison and remake playthroughs. I finished the Famicom version using an old password, and copied my NES game file and purchased equipment on the copy to see the ending on each of them. Then I proceeded to finish the game on each of the remake versions.
There's some differences between versions that I wanted to take note of.
There's some differences between versions that I wanted to take note of.
The remakes have changed up Hargon's temple a bit, at least while it appears as Midenhall/Lorasia castle. In the original versions, it was identical to the original castle except you couldn't go through the travel door or up or down stairs. The denizens of the castle would speak to you as though you were just starting your journey. In the remake versions, the dialog of each citizen has changed. The people of the castle have apparently learned the error of their ways and have discovered that Hargon is a benevolent ruler, and that the quest to defeat him was a mistake. You can now go into the dungeon or the king's chamber, where the king himself, surrounded by bunny girls, will attempt to dissuade you from your quest. (Of course, you still can't go into the travel door).
After using the Charm/Eye of Rubiss, it's mostly the same from there on out. The floor where Belial/Zarlox dwells has changed slightly, to remove anything not directly between the two staircases, but things are mostly the same. I have a bit of an inkling that they increased the encounter rate for the Metal Babbles, or Liquid Metal Slimes, but it could be in my imagination.
One thing about the NES version really gets under my skin, ever since I played the original Japanese and saw the contrast. In the original Japanese, the entrance to the higher floors was marked by a large cross shape on the floor. This suggests to the player that the location has religious significance to Hargon's cult, which in turn suggests that you use an item in your inventory that also has religious significance to said cult--known as the Evil Statue on the Game Boy Color version or the False Idol on the smartphone version. As a form of censorship, the cross was modified in the NES version to something meaningless, and the name of the item was also changed to something religiously insignificant: the Eye of Malroth. This censorship effectively eliminates any hint at all for how the player is supposed to get to the higher floors.
While I'm sure most players were still able to figure this out without too much trouble, since it makes sense to use an item and there aren't too many to choose from, it bothers me that in this case, it is clear that to the localizers censorship was more important than the player's ability to figure out how to complete the game. Now that I know how it appeared in the original version, as well as each of the remakes, the NES version is a bit jarring to me right here. It's also worth noting that the change in the floor pattern adds an extra damaging floor tile out of sequence with the others, meaning you have to cast Stepguard one extra time, or else take extra damage on the NES version.
While I'm sure most players were still able to figure this out without too much trouble, since it makes sense to use an item and there aren't too many to choose from, it bothers me that in this case, it is clear that to the localizers censorship was more important than the player's ability to figure out how to complete the game. Now that I know how it appeared in the original version, as well as each of the remakes, the NES version is a bit jarring to me right here. It's also worth noting that the change in the floor pattern adds an extra damaging floor tile out of sequence with the others, meaning you have to cast Stepguard one extra time, or else take extra damage on the NES version.
Incidentally, in the remakes, Stepguard or Safe Passage will not cancel as long as one character is still on a damaging tile, even if your lead character has stepped off of one. This means one casting will get you through all of the barrier tiles on this floor in the remakes. But in the original versions, you had to keep casting it each time you went through a door or stepped between sections.
They made some significant changes in regards to the spell Revive/Kazing that make the final areas much less aggravating in the remakes. The first and maybe most significant is that they added it to the Princess's spell list. In the remakes, she learns this instead of Stepguard/Safe Passage, which is now a Prince only spell. In the originals, it was very inconvenient that the person with the Revive/Kazing spell was the same person who had the Return/Zoom spell. If he died, it was a long and dangerous trek back to the shrine to revive him. (This was further complicated by the fact that he usually died the most; since I never used the trick for two Water Flying Cloths and always gave mine to the Princess, he had the worst armor with no breath protection.)
The other changes to the spell bring it in line with its use in the rest of the series: it can be used in battle, and it restores the user to full health (as opposed to 1 HP in the originals). It's a little unfair that you couldn't cast it in battle in the originals, even though enemies who had it could do so.
They also clearly tweaked the levels at which you learn spells; Open/Click is the last spell you learn in the remakes for the Princess.
The ending to the games is similar, but in the remakes you see a nice firework display over Lorasia/Midenhall castle playing to the Dragon Quest March. There is also a brief recap of major portions of the game during the end credits, which is animated in the Super Famicom version, shows stills in the Game Boy Color version, and is absent in the smartphone version.
This is not an exhaustive list of differences, but they are the ones that remain closest to the surface of my brain after finishing the remake versions.
They made some significant changes in regards to the spell Revive/Kazing that make the final areas much less aggravating in the remakes. The first and maybe most significant is that they added it to the Princess's spell list. In the remakes, she learns this instead of Stepguard/Safe Passage, which is now a Prince only spell. In the originals, it was very inconvenient that the person with the Revive/Kazing spell was the same person who had the Return/Zoom spell. If he died, it was a long and dangerous trek back to the shrine to revive him. (This was further complicated by the fact that he usually died the most; since I never used the trick for two Water Flying Cloths and always gave mine to the Princess, he had the worst armor with no breath protection.)
The other changes to the spell bring it in line with its use in the rest of the series: it can be used in battle, and it restores the user to full health (as opposed to 1 HP in the originals). It's a little unfair that you couldn't cast it in battle in the originals, even though enemies who had it could do so.
They also clearly tweaked the levels at which you learn spells; Open/Click is the last spell you learn in the remakes for the Princess.
The ending to the games is similar, but in the remakes you see a nice firework display over Lorasia/Midenhall castle playing to the Dragon Quest March. There is also a brief recap of major portions of the game during the end credits, which is animated in the Super Famicom version, shows stills in the Game Boy Color version, and is absent in the smartphone version.
This is not an exhaustive list of differences, but they are the ones that remain closest to the surface of my brain after finishing the remake versions.
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