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Topic: What would you like to see in a remake of Zelda II?

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Bass_X0

1. Posted:

Same game but with enhancements - but what kind of enhancements?

Experience points should be Rupees. Instead of a menu appearing when you reach the next level of experience, you should be able to trade your Rupees in a town for the upgrade you want instead. Has anyone passed on an upgrade to try for the next one but then get bored but you can't go back and get the lesser upgrade and you can't turn the game off because it doesn't save your experience? Then no more. Buying upgrades would just be like buying an item in every other Zelda game.

The Life meter would be Hearts. A quarter or half a heart would represent the minimum amount of damage you can take. The number of Hearts you get would depend on how many hits you can take in the life meter. The weapon meter would be eight different swords instead of eight levels of strength. You just trade in your old sword (as well as some Rupees) for the new one although it still costs the same amount as in the NES game.

You can assign several magical abilities to buttons like items in other Zelda games. No longer do you have to keep switching between magic as often. The magic are all also given their own icons - the one that refills your life meter could be a potion, the one that increases your defense could be a temporary blue tunic and the Jump one could be Roc's Feather.

You can go back into dungeons once you completed them to grind if you wish. I always thought it was dumb how they closed down once you done everything you needed to within them.

Towns give the appearance of being much more complex. Instead of walking left to right, you would now turn around corners and zigzag from one side of a street to the other but the layout is still the same as the NES game. If two buildings are next to each other in the NES game then they may be on opposite sides of the street in the update or even around the corner from each other. They're not further apart though, Link still travels the same distance between the two of them. Same in dungeons and caves. They're not left to right anymore. there are rooms which you walk around (again, automatically, its still technically straight left to right but it gives you the impression that it isn't). You walk into a room, travel to the middle of the room and then automatically walk towards one of the side walls although in the NES game, you travel from left to right.

These are just a few ideas I thought of.

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Luigi-La-Bouncy

2. Posted:

From what I've read you want to turn Zelda into an RPG, when in my mind it's very much an Action Adventure game, and I definately want it to stay that way.

Luigi-La-Bouncy

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Bass_X0

3. Posted:

The only real significant change would be the way experience points would be handled. The rest is basically just graphical enhancements to make the game more visually appealing. It would be in 3D but would still play like the NES game.

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Adam

4. Posted:

The VC has save states. If there ever was a problem with not wanting to turn off the game for fear of losing experience points, it does not exist now. The shop would be an unnecessary complication of a simple, fun formula.

Honestly, I love the graphical look and wouldn't want an update. What I'd rather is a spiritual sequel. Same design elements, different universe. Aside from its difficulty and a few "puzzles" that are a bit obscure (finding the mirror, for example), the main complaint leveled against Zelda 2 is that it is not like Zelda. Well, fine, make it something else, but don't just abandon the game. They could easily smooth out the difficulty and fancify this formula for a new generation with a new world, and I'd love to see it happen, despite all the odds being against.

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NotEnoughGolds

5. Posted:

Luigi-La-Bouncy wrote:

From what I've read you want to turn Zelda into an RPG, when in my mind it's very much an Action Adventure game, and I definately want it to stay that way.

No we want a Zelda II for the current generation.

Also I don't want a "remake" since Zelda II was perfect.
I would love to see a new side-scrolling 2.5D Zelda. Maybe Nintendo can outsource it to Team Ninja after they finish Other M.

Keep the downstab, keep the upstab, add the spin attack. The spin attack should also slow Link's fall so that he kind of "floats" to the ground.
Add bombs and arrows, at least. I'm thinking of a SSB-style Link.
Of course, with the addition of bombs and arrows and the spin attack, we will need more enemies so as to not make the game too easy.
Similar tunes to the first Zelda II, but orchestrated.

I want a balls-to-the-walls hardcore action game where you can never stop moving lest you want to die.

NotEnoughGolds

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NotEnoughGolds

6. Posted:

weirdadam wrote:

They could easily smooth out the difficulty and fancify this formula for a new generation with a new world, and I'd love to see it happen, despite all the odds being against.

I don't know Adam, the odds might be decent on this. 2D side-scrollers have made a huge comeback this generation and I wouldn't be surprised to see Zelda go this route in one of the next games.
Of course, it would probably need to be in development at the same time as a 3D Zelda, so that crybabies that think Zelda II is too hard won't think that the Zelda franchise is dead.

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MetalMario

7. Posted:

I wouldn't want a REMAKE. I would want a new Zelda II-like Zelda.

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the_shpydar

8. Posted:

Same here; i'd like a new AoL-ish Zelda (and hey, call it Zelda III just to annoy people!) rather than a remake. Though i'd pick up a remake in a heartbeat if one was done.

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NotEnoughGolds

9. Posted:

Zelda III. I love it.

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The_Ink_Pit_Ox

10. Posted:

An RPG instead of an action/adventure
No semi-random encounters (or random ones, for that matter)
Make the game more linear, with more help from the townspeople

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Ricardo91

11. Posted:

  • A dungeon map
  • Being able to start at the beginning of a dungeon when you die
  • A sword that's longer than a toothpick
  • Keeping all of your experience points when you die
  • More fairies
  • signs that tell when a townsperson is actually a bat
  • better translation (but keep the I Am Error guy. He's classic!)

I like the hearts-instead-of-a-health-meter idea as well. All the little improvements I ask for above is all I need.

Edited on by Ricardo91

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WanderFan91

12. Posted:

Improved graphics, let's start with that. 16-bit graphics.
That's pretty much all I got.

Oh, and add a map for the overworld and dungeons just in case. :)
EDIT: I'd like to hear remixed music from Koji Kondo, only make it sound better. :3

Edited on by WanderFan91

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Kid_A

13. Posted:

A bigger sword and a save system. Those were my only complaints about the game. Well, the crippling difficulty was a bit unfair I suppose.

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LinktotheFuture

14. Posted:

I would like a brand new second quest, with the towns, palaces, items all in different places. It would be nice to have a boomerang as well.

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KanrakusPizza

15. Posted:

A cow. LOL, just kidding, i would like a boomerang as well.

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CanisWolfred

16. Posted:

Better controls, a longer sword, and no losing all your experience after dying(half, or at least half of your money would be perfectly reasonable). Other than that, the game was pretty good on it's own, just a little rough around the edges.

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Adam

17. Posted:

Ricardo91 wrote:

  • Keeping all of your experience points when you die

Combined with your other suggestion of not being sent back to the beginning of the game when you die, you'd suck out all the challenge in the game. People don't understand the concept of risk and reward. If you know every time you die, you can just start back up with no loss, there'll be no feeling of anticipation, no wondering, "Should I press on, or should I go back and look for a fairy or potion?" Without that feeling that there are in fact consequences, the game is nothing. Not to mention you'd end up grossly over-leveled very quickly if you die often.

MickeyMac's suggestion of losing only half is more reasonable, though I don't see the big deal about losing points to begin with. Gaining experience isn't hard, and you do it naturally while playing. Either you're the type who gains levels incidentally without paying attention to it, or you go out of your way to fight minor enemies just to level, in which case you should just stick close to a town where it isn't that dangerous until you feel happy with your levels.

Ricardo91 wrote:

  • signs that tell when a townsperson is actually a bat

Hahahahaha, good one. :D

Kid_A wrote:

A bigger sword and a save system. Those were my only complaints about the game. Well, the crippling difficulty was a bit unfair I suppose.

Err... Zelda was, I believe, the first console game to have a battery save. It was historical. Its sequel definitely has save files, three of them. What game did you play?

Edited on by Adam

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Slapshot

18. Posted:

Ricardo91 wrote:

  • A dungeon map
  • Being able to start at the beginning of a dungeon when you die
  • A sword that's longer than a toothpick
  • Keeping all of your experience points when you die
  • More fairies
  • signs that tell when a townsperson is actually a bat
  • better translation (but keep the I Am Error guy. He's classic!)

I like the hearts-instead-of-a-health-meter idea as well. All the little improvements I ask for above is all I need.

All of this.... but in a sequel and NOT a remake.

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Rawk_Hawk

19. Posted:

I would like to see more visual upgrades to the overworld map that you travel. Remove the blocky look and more items to upgraded such as candles, hammers etc. Finally add more tricks from Ganon( example when a villager turns into a bat) :)

Edited on by Rawk_Hawk

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Token_Girl

20. Posted:

Ricardo91 wrote:

  • Being able to start at the beginning of a dungeon when you die
  • A sword that's longer than a toothpick

That's really all I need. I like the hearts instead of a health meter too. Having both was a little confusing. One scale makes it easier to see how much you can actually get attacked (at least for me).

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