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#a scan of the zelda 2 manual
skyward-floored · 7 months
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My open tabs are getting weirder and weirder
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fuckyeahclassiclink · 5 months
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I think the Enemy profiles in the first two Zelda manuals were drawn in a more detailed manner than the rest of the artwork to emphasize how terrifying the enemies are supposed to the characters in the story.
Like I remember being a terrified as a kid that had played OOT time and the NES Zelda's, when I found the Zelda 1 manual at an older relatives house and looked at the artwork of the enemies, even the Pol's voice was frightening. (This was before I could easily look up fan wikis and other sites for game manual scans.)
Otherwise the enemies would just come across as "Bunny Rabbit", "bulldog", "Cartoon slime, "Cartoon Skeleton", ETC.
You can see enemies in their regular artwork style of Zelda 1 in a official poster and the artwork of Zelda 2's regular style in the story profile.
But overall, my guess is the artists wanted them to look scary and giving them alot of detail helped with that.
I guess that's a fair theory.
I was thinking that the Zelda 1 monsters looked a lot like the art style for the original Metroid, even down to the style of shading.
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But in that very same manual, you have an art style like this.
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it kind of mirrors how the enemies in the Zelda 1 manual look so freaky but then Link is just like
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drygreys · 2 years
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Purple flowers background
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#Purple flowers background serial
#Purple flowers background pro
If you have a clean Redump copy of a disc that. This Vault is now crowdsourced and contains 1961 of 1962 known GameCube discs, catalogued by Redump on August 4, 2022. To play them you'll need an emulator from the Emulation Lair. This Vault contains every known GameCube game in the world, scanned nightly by Redump. Videos, Manuals, Game information.Welcome to the GameCube Vault. Where as a 2k texture might be suitable for a building given its size.Games Database - Online Games System Repository. This will bloat the games size and affect performance. A 2k resolution texture on a chest is likely overkill unless you are aiming for really fine detail. If you have a clean Redump copy of a disc that's missing, please upload it!Ensuring you are using a resolution that suits the objects size. This Vault is now crowdsourced and contains 1955 of 1962 known GameCube discs, catalogued by Redump on August 4, 2022. However, later revisions of the Wii-including the "Family Edition" released in 2011 and the Wii Mini released in 2012-do not support any GameCube hardware or software. 13.0 GFLOPS (Peak) (MPU, Geometry Engine, HW Lighting Total) The GameCube's successor, the Wii, supports backward compatibility with GameCube controllers, memory cards, and games but not the Game Boy Player or other hardware attachments.
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Free shipping $49+ Pro Members $35+ assignment Check. Shop at GameStop online and in store today. Relive classic gameplay moments and discovery blasts from the past with GameCube Games. Game progress could be saved to memory cards, coming in sizes from 4MB to 64MB and the controller was redesigned from the three-handled model of the N64 to a two-handled one for the GameCube, but.It was my first stationary gaming device and I still appreciate it, because a lot of good games like Zelda: The WindWaker and the best version of Resident Evil 4 have their homes on this platform. DOL-007: GameCube Game CaseThe Nintendo GameCube launching 2001 was the second most powerful gaming console of its time, though it didn't feature any other multimedia capabilities. Because it is not possible to record information to the disc itself, data is saved to a Memory Card (DOL-008 or DOL-014 or DOL-020, et cetera). Data size capacity is approximately 1.5GB (Gigabytes). NINTENDO GameCube Game Disc: 3 inch (8cm) optical disc containing NINTENDO GAMECUBE game data.
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biolizardboils · 2 years
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The Sonic movies have gotten me curious about the game lore, but I’ve never played a sonic game since they aren’t really the type of games I’m normally into gameplay wise so idk
oh thats great!! the struggle is real, ive chosen to learn about lots of games instead of playing them, Sonic and otherwise. luckily for you, there's three great ways to do just that:
Watch cutscene compilations on YouTube! So many people do this that there's lots to choose from nowadays. In some games the characters have important (or at least flavorful) dialogue during gameplay, so if you see it, don’t skip past it. Most of these videos are an hour long, so get some food and make it a movie night!
Read Sonic News Network and Sonic Retro! These are by far the most expansive Sonic resources on the internet. I'd say the former site is more helpful than the latter in terms of Lore, though there's a few exceptions I'll explain further below. Anyway, I suggest starting with SNN's page on the series as a whole, to get a feel of how the games' universe "works". At the bottom, there's a collapsed widget reading "Navigation templates to Sonic the Hedgehog series". The first two lists in there contain nearly every lore-important game: read those in order, and you should be set!
Read the Encyclo-speed-ia! Okay, I only recommend this one if you find the Wiki format distracting and have at least $50 to spare. It’s got some minor lore goofs, but it gives precise, yet detailed summaries of all the plots that require such. I own a copy, but it came out less than six months ago so I won’t be making or sharing a full scan. I can, however, transcribe certain sections and DM them to you if you ask nicely enough
here's some extra tips that I wish I'd known starting out, feel free to ignore them if you’re here for a good time and not a long one:
Almost all the games “happened” in a single timeline that matches their order of release. The few exceptions are Mania (which takes place in the Classic era) and some next-door neighbors that can be swapped around without changing much. No Zelda-style clownery here!
Some games are non-canon for various reasons. These include being alternate takes of canon games (8-bit Sonic 1 and 2), Sega declaring them so and reintroducing its characters later (Knuckles’ Chaotix), being developed by different studios and borrowing from other canons (Spinball, Chronicles). Feel free to skip them... or look into them anyway, because they’re still interesting in their own right!
Like many Japanese franchises this old, the older games were subject to regional rewrites and honest mistranslations. When in doubt, assume the Japanese script or text is the canon one. This comes into play the most in two areas:
The Classic Era Quadrilogy (1, 2, CD, 3 & Knuckles). Since elaborate cutscenes weren’t possible yet, the specifics of these games’ plots were written in their manuals. These were changed for Western audiences, but the Japanese ones can be read in English on Sonic Retro. Click on their titles at the start of this bullet point, then scroll down a bit!
Sonic Adventure 2. This game has possibly the most nuanced script and lore of them all, but it came out when game dubs were still often sub-par. If there’s any one Sonic game to watch subbed, it’s this one. If you go the YouTube route, look up “sonic adventure 2 retranslated cutscenes” and you should be good.
Don’t neglect the handheld and spinoff games! They’re on separate lists in that SNN widget, but more of them are canon than meets the eye! The ones with the most impact are the Advance trilogy, Battle, and the Rush duology in vaguely that order. There’s also the first two Riders games (the third one doesn’t introduce much lore) and the Storybook Series, which are self-contained but beloved studies of Sonic as a character.
In the series' first 15 years, every mainline game’s story was somewhat connected and built meaningfully upon the last. After the low reception of games like Shadow the Hedgehog (2005) and Sonic ‘06, this kind of storytelling was scaled back in Unleashed, then dropped altogether by Colors. The games that have come out since then have been standalone adventures without much lore between them. I’m not saying they’re not worth checking out, I just want to explain what happened since you might notice the change while reading/watching.
this came out way longer than expected oops fghjghjh. best of luck on your pilgrimage!! if you have any other questions, im all ears!! (also anyone else is free to add to this post if i missed something!)
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demonfox38 · 4 years
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Completed - The Legend of Zelda
So, I'm guessing you've probably heard about this story already.
I recently went back to playing "The Legend of Zelda" as part of my routine maintenance on my NES collection. Ya see, I'm really big into owning physical copies of media. I've got the space and money to spend on this stuff, so why not? As a part of my maintenance, I clean circuit boards and check out the game's batteries to see if everything's still holding together. And—as will inevitably happen—the battery was dead.
It's not the biggest problem in the world to fix, granted you have soldering skills or know somebody who solders. Lucky for me, my dad has just that. Rather than letting me take a crack at it, I got the supplies for him, ran through the process with him, and he got the battery successfully switched. (BTW—if you've got "Pokémon Gold/Silver/Crystal" copies from back in the day, you might want to check on their batteries, too. 20 years of trying to keep time has probably toasted them.) So, obviously, I had to play a bit to test.
And then I beat it.
And then I beat it on my NES Classics Mini. (Yes, I know it's redundant to have that and an original NES. But, I did Hakchi it up. I might have a lot of money for old games, but not $500.00 for "Power Blade 2.")
And then I lost my mind and went through Second Quest.  
But sometimes, you do crazy things for shiny stuff.
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"The Legend of Zelda," as it originally appeared in 1986/1987, is a top-down adventure game about getting lost and finding your way out of problems. You play as a little dude called Link prior to his "Ocarina of Time" twinkification, chopping and blasting almost everything in your path to rescue Princess Zelda from the dark prince Ganon. This includes a sprawling top layer of Hyrule and nine dungeons to explore, using a growing array of tools to get your short, pudgy little butt into every crack and crevice it'll fit.
Even before the marketing onslaught on my child brain that y'all know today as "Super Smash Bros.", I knew about this game. It was hard to miss its shining golden box in the rental shop. Not that I would get to play it until the 2000s. (Dad's a cool dude, but he wanted to rent other stuff. But, in his favor, he also played through "The Little Mermaid" with me.) Now, there's an obvious advantage I had over the original audience of this game. That is to say, the Internet (even if I had to go to the library to use it). So, a lot of what I would consider easy or hard was tempered just by the march of technology alone.
Why is it important to consider this?
Success in the primary quest of "The Legend of Zelda" is mostly self-explanatory. It comes down to simple tasks like map and item management, block pushing, trap dodging, and enemy memorization. Some of the more difficult tasks include bombing or burning what appears to be otherwise barren locations to get access to later dungeons and health upgrades, but for the most part, the game is navigable. Especially, if you were a tidy kid and kept your instruction manuals! But, for the slobs and Second Questers?
Like, I honestly had to go digging on the Internet to try and find timelines for this game's release and the publication of helpful supplementary materials. Because dude, I was born in 1988. I didn’t get that raw “Zelda” culture first hand. From what I can tell, this was released in Japan in 1986, but the US in 1987. Most of the supplementary materials that I used to get through Second Quest came from archived scans of the first "Nintendo Power" issue (published in July/August of 1988.) Prior to that? I guess there were call lines and the "Nintendo Fan Club" that would eventually evolve into the "Nintendo Power" magazine. I wonder how anyone who was playing this in an isolated environment in the 1980s would have really fared. Especially a rural area like where I grew up.
Wait. I'm making this game sound bad. It's not! It's the opposite of bad—especially, considering its age! There's just stuff in the second run of the game that I struggle to see how the typical demographic of Nintendo consumers (i.e., 10-year-olds) would have figured it out.
What surprised me on replaying "The Legend of Zelda" (outside of my kid brain reliably remembering many primary quest tricks) was how much the game boiled down to range control. Like, you'd think a series that has made a big deal about the Master Sword would be more about hitting stuff with said sword, right? Well, sorry to burst your bubble. Master Sword ain't even here, dude.
Your main item choices boil down to this:
Sword/White Sword/Magical Sword (capable of some ranged combat at full health, but can be locked out by certain enemies)
Boomerang (typically not fatal, but stuns most enemies)
Bow and Arrow (capable of killing an enemy, but costs money to use; requires the user to purchase arrows first.)
Wand (upgradable to emit fire, but appears late in the game)
Bombs (necessary for certain enemies, but also useful for exploration and crowd control)
Candles (typically, a small fire attack that is meant for exploring and not fighting; can be upgraded, but it's borderline useless when you get it)
Meat (distracting enemies, allegedly, as well as bribing certain guards)
Potions (to restore health)
Whistle/Recorder (for dooting out of danger and/or opening secret passages)
Now, there's stuff for navigating on land and upgrading defensive capabilities as well, but I mostly want to focus on the stuff that gets you in and out of fights. When I say that range is important, I mean to say that the boomerang ended up being the most useful tool I had for the longest amount of time. That is a very strange conclusion to make, I know. It's not a legendary weapon. It's not the weapon you use to kill Ganon. It's rarely even lethal. But, when you can't rely on your health to be full and you can't blow through your bomb/arrow supply, it's the clear winner for crowd management. Whip the boomerang out, freeze a dude, then go in for the kill with your sword. You can even use it to pick up items dropped by enemies. Very helpful, especially when trying to control enemy movement and nab those tricky fairies for healing!
Let's just say I get where swordless runs are absolutely a thing, which is kinda messed up for this series.
Like many older games, success also comes down to pattern recognition. Being able to say, "Ah, this guy! I must hit them when they aren't facing me" or "I can only whack this thing when it stops moving" is what keeps you alive. So, Second Quest screwed a bit with me on this. Like, to the point where I'm now wondering whether or not the techniques I used in Second Quest to progress are viable in the primary game as well.
Actually, should I just list out the way this game screwed with me on Second Quest?
Skeletons (basic cannon fodder; Ganon fodder?) suddenly had a ranged attack. Thanks, bros.
Pols Voices (little rabbit dudes) have a weakness in the NA version to arrows. Like, it's so effective that I never bothered killing them with any other weapon. In Second Quest, I encountered them multiple times prior to getting the bow. In fact, I had to kill them to collect a raft so I could get to the dungeon that had the bow. Turns out, you can stab these things to death. But, I legitimately thought I was locked out of continuing Second Quest for a while because of a previously learned behavior on killing them.
I found out on accident that bombing near a Dodongo (i.e., stunning them with the bomb instead of feeding it to them) meant I could kill them with a sword swing. This almost always gave me bomb drops afterwards, going from a loss of 2 bombs to a gain of 2 bombs per successful encounter. I feel like I've been killing them wrong my whole life, now.
The game puts a dungeon where a powerful shop used to be. Which, hey. Good call for trolling a cautious player. But then it introduces the concept of invisible passages / no-clipping walls. Ugh. Ugh. And some are one directional MAJOR UGH.
Playing the whistle in a fountain to get a secret location? Established. Playing the whistle in the graveyard to get to a dungeon? WHAT?
Tucking the prescription away in a far-flung corner to make me work to get back a vital healing tool? Fair. Locking the second-best defense item behind one of those walk-through-walls tricks? C'mon, buddy…
Also, you know those tools that say Princess Toadstool should put out for Mario after he rescues her? I didn't feel that way about Zelda after finishing Second Quest. But, I did think about discussing a Logan's Run policy with her, particularly regarding some old geezers. Like, the potion makers, hint givers, and item bestowers? Okay. All good. I'll even cut the people who want me to repair their doors and play their shell games a break. But, the people wanting a bribe for information? The fiends that have the audacity to ask for either money or a permanent reduction of my health to continue through a dungeon? Treasonous. Obviously, agents of Ganon that must be eliminated. Not everybody has to help Link in his quest, but they don't have to mug him, either.  
Man, this retrospective is getting inverted from how I typically go through my experiences. I guess I just got so caught up in the game part of the game!
"The Legend of Zelda" is well built, especially for its age. Its sound quality is good in both the Famicom and NES version, minus a noise channel fighting issue between an ocean spray effect and Link's sword. (Really impressive, if you consider how Koji Kondo basically banged the opening theme in a day after a minor copyright whoopsy.) The sprites are simply colored and designed, but easy to identify. They're well stored, often split vertically in memory and rendered mirrored in game. Given the size of the game's environment, I wouldn't be surprised if there was some rudimentary but effective map data compression as well.  
It's not a perfect technological marvel, mind you! Sometimes, this game can choke itself out with how many sprites it's trying to render all at once. There's also a screen wrapping bug that speed runners abuse to get through dangerous locations in a breezy millisecond. (One that I accidentally hit and soft-locked the game like a clod. Big professional gamer, I am.) But, hey! The controls and aesthetics didn't hurt me, by any means. I could see where maybe some people could become annoyed with the relatively short music loops, but it certainly never bothered me. Not unlike…oh, let's say "Ghost Lion"'s battle theme and "Hydlide"'s single track.  
Yeah, I know it's not fair to pick on "Hydlide", especially in comparison with "The Legend of Zelda." It's a dead horse. It's been beaten into the ground. It could go deeper down, though! Maybe even get cremated.
As much as I enjoy playing games on their intended hardware, it may be in some people's well-being to play it on the NES Classics Mini or some emulated version on a newer console. There's a little bit of flashing going on at times in game, and I can confirm this is mitigated by the NES Classics Mini. Just so you know. Because, hey. Nintendo might be a tyrant regarding competitive sports and copyright claims, but at least they watch the seizure stuff. At least, after that one Pokémon episode. Not sure why I'd be bringing that up in the Winter of 2020, though. Couldn't be a topical point of discussion in a retro game review, could it? 😉
You wouldn't be using the NES Classics' save state feature to manipulate that old man's shell game, would you? I'm certain he's worked very hard to get what he has…
Look, I can't imagine anything I've said about this game isn't anything someone else hasn't already articulated before in a much more family-friendly manner. But, I do think "The Legend of Zelda" is a game that has withstood the test of time. Like, even as much as I enjoy older games, I rarely play anything made before 1985. A lot of games made prior to that year were either short quarter-eating arcade loops, dumpy ports brought to consoles with less than 6 weeks' worth of development, or animated footage with QTEs layered overtop them. (Here's looking at you, "Cliff Hanger.") Games like "Super Mario Bros." and "The Legend of Zelda" were a breath of fresh air in the US, particularly for being aesthetically identifiable and appealing, as well as providing increasing challenges for players. Where "Mario" got baked into the culture just by being in each console sold, "The Legend of Zelda" developed its own following because of its expansive environment and the urge to explore that it brought out in its players. (Well, that and the shiny box art and cartridge.) And man, I can complain about the game being a twisted little piece of work at times, but I did come away from beating it feeling accomplished. I just might not ever do that Second Quest part again.  
Well, heck. I say that, but I routinely 200.6% "Castlevania: Symphony of the Night." Who's not to say I won't get to that point with "The Legend of Zelda" one day, too?
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Fairy Princess, Author At GamerTell.
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newstechreviews · 7 years
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Nintendo Switch is a wonderful system with more quality games than you might realize. But there are numerous ways in which Switch could improve, and that's especially true of the Eshop. A recent update finally introduced a way to see what's on sale--on the rare occasion that something is discounted--but the Switch's online store still needs work.
Among other things, it could use a way to look at all of the demos that are available for download. Nintendo has relied on its News channel to convey certain Eshop information, but that's just not ideal; if you're picking up a system late or haven't checked in recently, there's no easy way to jump on the store and start downloading demos. There aren't a ton yet, but unless you know exactly which games have a demo and head directly to their Eshop page, you'll have to blindly look for them.
In lieu of an official solution, we've rounded up every game with a demo on the Switch Eshop. We'll continue to update this as more are released, but hopefully Nintendo has a fix on the way--particularly as the store continues to get crowded with more and more game releases. For a look at what Nintendo has improved about the system, check out the details of the latest big Switch system update.
Blaster Master Zero
A remake of the classic game Blaster Master, the demo of Blaster Master Zero allows you to jump into two different stages from the full game.
Disgaea 5 Complete
Disgaea 5's demo on Switch allows you to get a good taste of the full game's early portion, even allowing you to save your progress and return to it later. However, it's important to be aware that you can't transfer that save data to the full game--you'll be starting over from scratch if you decide to purchase it.
Just Dance 2017
Just Dance 2017 features a demo that supports play with the Joy-Cons or mobile devices. If you opt for the latter option, you'll also need to download the Just Dance Controller app (which you can easily grab by scanning a QR code the demo presents) and connect your phone and Switch to the same Wi-Fi network.
Just Dance 2018
Ahead of Just Dance 2018's release, a demo is available... but you can't currently get it on the Eshop. That will likely be resolved once the game is out and it's given an Eshop page, but in the meantime, you'll have to head to Amazon, "buy" the demo, and redeem a code on the Eshop.
Monster Hunter XX
Monster Hunter XX is the enhanced Switch version of 3DS game Monster Hunter Generations. With Monster Hunter World on the way to the West, Capcom hasn't announced official plans to bring XX out of Japan--and that means its Eshop demo is Japan-only. Fortunately, with the Switch not being region locked, the process of creating a Japanese Eshop account and grabbing the demo is quite straightforward. Just be prepared for a lot of Japanese text.
Oceanhorn
The Zelda-like Oceanhorn's Switch demo allows you to play through the game's first full chapter and get a taste of combat and its world.
Pokken Tournament DX
Like Nintendo demos in the past, there are some restrictions on how much you're able to play the demo of Pokken Tournament DX. You're limited to a total of 15 matches, which can be played against the computer or a second player locally. The demo also features a tutorial to help you make the most of those matches.
Project Octopath Traveler
Despite being early enough that it doesn't even have a final title, a demo is out for Square Enix RPG Project Octopath Traveler. You can check out the first chapter of two different characters' stories.
Puyo Puyo Tetris
Puyo Puyo Tetris includes a fairly generous demo, with a tutorial, single-player, and multiplayer components, as well as a manual. Just be aware that the single-player mode is incredibly challenging.
Rayman Legends
The demo for Rayman Legends provides a selection of levels from the very beginning of the game. You can play it on your own or with a co-op companion locally using a pair of Joy-Cons.
Snipperclips: Cut It Out, Together
Perhaps the single best co-op game on the platform, Snipperclips features a small demo with a few levels from the full game. As it's critical to the experience, you can play multiplayer locally, with each player using a single Joy-Con.
Spelunker Party
Spelunker Party's demo provides limited access to the full game's features, allowing you to dive into a cave with up to four players locally. There are some restrictions on local multiplayer, however, such as only the first player's gear accumulating experience. This is another game where you're able to play with another Joy-Con, making two-player co-op very easy.
Voez
Voez is a rhythm game where you play using the Switch's touchscreen. This makes it the rare title that can only be played in handheld mode, a limitation that extends to the demo. When first starting out, you'll be presented with a tutorial that helps to explain the controls.
Limited-Time Demos
You may have heard references to ways to try Arms and Splatoon 2 previously, but neither of these games offers a traditional demo. Instead, they have Global Testpunch and Testfire versions, respectively, which allow you to play a limited amount of each game online during very specific periods of time. There's been no word from Nintendo on when or if we will see either of these trial versions made playable again.
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