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Zelda Master Quest - all discussion here please

Doomulation

?????????????????????????
Oh no...they're much harder than the original. Perhaps not a big challenge to you, but they're vastly improved on that...
 

nephalim

Psychic Vampire
Doomulation said:
Oh no...they're much harder than the original. Perhaps not a big challenge to you, but they're vastly improved on that...

That's not true. Most are marginally harder. The Ice Temple is about the same. The Fire and Water Temples are EASIER, and shorter. The only ones that are significantly harder are the Deku Tree, Dodongo's Cavern, Spirit Temple, & Ganon's Tower.

Don't get the wrong idea though - except for the Fire & Water Temples they are all a step in the right direction and it's an awesome remake.
 

Doomulation

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w00t?! Crap. I only played deku tree and dodongo's cavern as of yet.
It's supposed to be harder :( not easier.
 

Master Sword

A Freakin' Old Sword
nephalim said:
That's not true. Most are marginally harder. The Ice Temple is about the same. The Fire and Water Temples are EASIER, and shorter. The only ones that are significantly harder are the Deku Tree, Dodongo's Cavern, Spirit Temple, & Ganon's Tower.

Don't get the wrong idea though - except for the Fire & Water Temples they are all a step in the right direction and it's an awesome remake.

yeah alright maybe im wrong, i did think the fire temple was way too easy though...I agree that it is an awesome remake though :)
 

Doomulation

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After playing through jabu-abu, forest temple and fire temple, I know that every dungeon has been remade...the dungeons usually have harder puzzles nowmore...but not all dungeons are harder in general. For example, fire temple wasn't hard at all, but had puzzles for you to solve.
 

Hyper19s

Banned
deku tree :harder

dodgongos cavern: much harder

jabu jabu :harder and WIERDER {cowheads as switches????}

forest : little harder

fire : not sure might be eisier???

water : easier....... plain and simple (compared to the old version)

shadow : harder without a doubt

spirit : a hell of a lot harder(did you get to the fire bubble room yet ???????

ganons castle : a lot harder (way to many enemies):shifty: :shifty: :cool: :cool:
 

Hyper19s

Banned
:doh: :doh: dam i forgot ice cavern and bottom of the well
and geridu training grounds



ice cavern : i think its the same




bottom of the well : harder




training grounds : yep its much harder with lots of enemies :emutalk: :doh: :doh:
 

kvanza

New member
I had a thought about why there's a problem with the Master Quest ending not playing. Now, we pretty much understand that Master Quest is essentially a N64 ROM ported / emulated on the GameCube. Essentially it's a special edition of Zelda OoT for the GameCube.

Now the game wasn't given a graphics update for the GCN but look at what Square did with their Final Fantasy remakes. Sure they look just like the old SNES version but did they just make a straight port of the games... Almost... they added FMV to parts of the games.

So isn't it concievable that when you reach the end of the Master Quest the reason for the error is because the game runs some GameCube code that instructs it to play an awesome cinematic FMV ending or even an ending rendered with the GameCube's capabilities?
 

pilm

Member
I don't think so...

I don't think so...

OK, MQ is a N64 rom, with n64 code and N64 dependencies, like 3D models. They did the MQ for the N64, and compiled the code for it's works on. So I don't think that the NGC has a specific end. It must be the same coding as on N64.

So, why the end didn't work ?

two explanations :

-MQ was in fact made for 64DD. maybe the 64DD has a new way to code videos.

-MQ was compiled very late, maybe since only one year. So the N64 last compiler was sure different as early compiler, the source code of the end is the same but asm code is'nt; that's why end not work. It s a new emulating problem.
 

nephalim

Psychic Vampire
kvanza said:
So isn't it concievable that when you reach the end of the Master Quest the reason for the error is because the game runs some GameCube code that instructs it to play an awesome cinematic FMV ending or even an ending rendered with the GameCube's capabilities?

Sorry to blow your theory out of the water, but it doesn't.
 

neoak

Triforce of Something...
I finished Master Quest on the GCN (Everything on it except 50 Skultullas and 2 or 3 things).

The End is the SAME as OoT. I repeat. The End is the SAME as Ocarina of Time.

The only difference is the change in textures for political reasons, being played at 640x480 and the use of the C-stick. Nothing else.

I think that Master Quest ended up being more easy than i thought. (OoT is for 6 yrs. old kids!). And that Water Temple is easier than in OoT.

So, as Miyamoto once said: "It is an Expansion of Ocarina of Time, with new laid dungeons". :n64:
 

CLSugarman

New member
uh...not exactly. the MQ can be called Zelda OoT 1.3, in a way.

Since version 1.1, the music in the Fire Temple had been changed. 1.1 fixed the Deku Nuts bug and I think it was 1.2 that changed Ganon(dorf)'s blood to green instead of red. One difference in this one the Mirror Shield and the emblem on some blocks, that of course excluding the obvious differences (Dungeons).

http://www.angelfire.com/realm/classicz/z5/g&gOoT.html
 
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Doomulation

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Ganondorf's blood was fixed in v1.1 (or not fixed; changed) and the swordless link trick was fixed in 1.1. I know that much...
 

nephalim

Psychic Vampire
The Deku Nuts bug was never fixed. It still exists in MQ. Downright ridiculous for so many bug fix releases, fixing so many minor things that just don't matter.
 
CLSugarman said:
uh...not exactly. the MQ can be called Zelda OoT 1.3, in a way.

Since version 1.1, the music in the Fire Temple had been changed. 1.1 fixed the Deku Nuts bug and I think it was 1.2 that changed Ganon(dorf)'s blood to green instead of red. One difference in this one the Mirror Shield and the emblem on some blocks, that of course excluding the obvious differences (Dungeons).

http://www.angelfire.com/realm/classicz/z5/g&gOoT.html


OK, since I own a gold Zelda 1.1 cart.
The music in the Fire Temple is THE SAME AS 1.0, in 1.2 is when they changed it.
Ganondorf's blood is red in 1.1, 1.2 it's green.
And (IMO) the reason they changed the Moon and Star GFX, is because it looks almost the same as Turkey's flag.
And last Zelda MQ is not 1.3, the only Zelda 1.3 is the other game on the GCN disc.
 

CLSugarman

New member
wow, ppl just don't read. i didn't say it was 1.3 i said it could be called that in a way (way being universal changes to the game). also if you ppl clicked the link, you'll see that all those things you've stated about what's different is on the webpage. yeah i know i made mistakes, but that's why the webpage is there.

and back to a relevant topic, jabo's new vid plug-in fixed the sun problem in MQ, and also the glows coming from torches or navi don't appear in front of object like they did before. one bug i did notice (maybe it's just me) is that when i access the start menu, and return back to gameplay the torches aren't rendered correctly, Voodoo3 Style, it's just a big yellow thing. i have to enter/quit fullscreen to get it seen correctly.
 
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CLSugarman said:
wow, ppl just don't read. i didn't say it was 1.3 i said it could be called that in a way (way being universal changes to the game). also if you ppl clicked the link, you'll see that all those things you've stated about what's different is on the webpage. yeah i know i made mistakes, but that's why the webpage is there.

and back to a relevant topic, jabo's new vid plug-in fixed the sun problem in MQ, and also the glows coming from torches or navi don't appear in front of object like they did before. one bug i did notice (maybe it's just me) is that when i access the start menu, and return back to gameplay the torches aren't rendered correctly, Voodoo3 Style, it's just a big yellow thing. i have to enter/quit fullscreen to get it seen correctly.


Sorry, but you link didn't work for me (maybe it's my PC, not the one in my sig).
 

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