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Master Quest Dungeons


giadrosich
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I had sort of a...realization of the master quest dungeons just now after going through the Fire Temple and trying to figure out what I want to do with the thing.

 

I believe Nintendo did sort of what I'm doing at the moment, just going through and replacing instead of adding. It's especially apparent in a few rooms where there were actual hazards replaced with enemies(boulder maze changed into lizalfos maze).

 

I came to the realization when I got into the room with the big block where you usually have to bomb a crystal switch to get rid of the fire wall on the climbable chain link fence. In this version, they've put in a torch you have to light with Din's Fire, and gotten rid of the torch slug. They've also gotten rid of the fire around the walls and put in a lizalfo.

 

Now, I'm not sure how exact my theory on this is, because it was sort of an idea after seeing that, but another room I noticed was in the step room (where you hit a pillar to make steps appear). They've gotten rid of the blue switch/box routine and put in stalfos and a switch you hit with your hookshot when Navi goes "what's that?". Which I think is the most stupid puzzle ever in the master quest series--they use it way too much and to a point where it's not even a thing you remember exists. Spirit temple and hitting a chest with your hookshot comes to mind.

 

I've truly come to believe that Nintendo really just let interns at the temples and gave them some basic replacing tools to make their own "puzzles". This is why song of time blocks are used in rampant amounts in the game, as well as stalfos and lizalfos appearances.

 

I would like some people's opinions on what they would like to see in an actual Master Quest dungeon, that way I know what to work with. Do you have a particular puzzle you've though of implementing, or something that you think is cool you'd like to see? Also, thoughts on other temples as well, not just Fire Temple of course.

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I had sort of a...realization of the master quest dungeons just now after going through the Fire Temple and trying to figure out what I want to do with the thing.

 

I believe Nintendo did sort of what I'm doing at the moment, just going through and replacing instead of adding. It's especially apparent in a few rooms where there were actual hazards replaced with enemies(boulder maze changed into lizalfos maze).

 

I came to the realization when I got into the room with the big block where you usually have to bomb a crystal switch to get rid of the fire wall on the climbable chain link fence. In this version, they've put in a torch you have to light with Din's Fire, and gotten rid of the torch slug. They've also gotten rid of the fire around the walls and put in a lizalfo.

 

Now, I'm not sure how exact my theory on this is, because it was sort of an idea after seeing that, but another room I noticed was in the step room (where you hit a pillar to make steps appear). They've gotten rid of the blue switch/box routine and put in stalfos and a switch you hit with your hookshot when Navi goes "what's that?". Which I think is the most stupid puzzle ever in the master quest series--they use it way too much and to a point where it's not even a thing you remember exists. Spirit temple and hitting a chest with your hookshot comes to mind.

 

I've truly come to believe that Nintendo really just let interns at the temples and gave them some basic replacing tools to make their own "puzzles". This is why song of time blocks are used in rampant amounts in the game, as well as stalfos and lizalfos appearances.

 

I would like some people's opinions on what they would like to see in an actual Master Quest dungeon, that way I know what to work with. Do you have a particular puzzle you've though of implementing, or something that you think is cool you'd like to see? Also, thoughts on other temples as well, not just Fire Temple of course.

 

Puzzles are good, but I'd like to see battles in unusual places, where successfully defeating them is a part of the puzzle, and not just a "hack, slash, and move on" kind of thing. Imagine fighting one of the Stalfos that can walk on air in a room where, if you fell, you would lose two hearts or something. Imagine that on a rope bridge of some sort...

 

Now that I think of it, that is an excellent idea. I can put that to excellent use, but you can borrow it, too. :D

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Puzzles are good, but I'd like to see battles in unusual places, where successfully defeating them is a part of the puzzle, and not just a "hack, slash, and move on" kind of thing. Imagine fighting one of the Stalfos that can walk on air in a room where, if you fell, you would lose two hearts or something. Imagine that on a rope bridge of some sort...

 

Now that I think of it, that is an excellent idea. I can put that to excellent use, but you can borrow it, too. :D

I'm trying to stay away from too many battles in my rom, really. I'm trying to go for more story/puzzle angle.

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Battles are awesome... although I personally thought the only challenging enemies were Stalfos, Lizafols. and Iron Knuckles. There needs to be more of those kind of enemies, with smart AI and different fighting styles where its hard to guess. But, I can't do it- I can only theorize it. So that's probably best for "made from scratch" games.

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