36:10 Ah yes, the Goron Dance mini game. That lives in infamy. My brother tried so hard to clear that one. I remember hearing about how there was only a *chance* to get the main prize from that one. Now all I have to do to send my brother into shudders is to make that same rhythm from the game. Dun dun dun. Dun dun dun. Dun dun dun dun dun DUN DUN... We have a running joke about "entering the Goron Dance Zone" which is the flow state he entered to finally get the big prize...
This series is an absolute blast I can´t wait for the third part, but like serious I'm kinda sad that it isn't already out. But I know that if it took a huge amount of hours to complete a game it sometimes even takes the same amount of hours to edit the footage. I'm really impressed with the implication that the next 4 games alone took half of the remaining days to complete, even more impressed by the implication that they have even harder criterias to complete, like these oracle games are INSANE, I'm sure you are member of a club of just a few thousand people in the entire world that have completed 100% this games.
In the Oracle games I can't get over how they chose to use the random reward system that wants you to throw time at it more than anything "Gasha". It's so close to "Gatcha" that I wonder if the term was known colloquially in the gaming industry during development.
Going to be a bit blunt and honest here, not because I feel you are wrong, but because I feel it is important to clarify several parts. Slight understandings of why Devs did what they did really explain the things you had problems with and/or why they were frustrating. So first, these games (Both Oracles and Minish Cap) were NOT made by Nintendo. They were made by Capcom under a limited conditional contract with Nintendo. More to the point, Nintendo had to sign off on the work, but Capcom was the one who designed it. This is why there were many different RNG aspects (rings, minigames, which switch to pull, ect...) and why there were many things that didn't feel as "fair" as "normal" Zelda games - the devs behind it had a different philosophy, similar to the Mega Man games of trial & error than the resolute "guaranteed" answer that Nintendo tends to prefer. This is precisely why there were many things included within these games that you ended up complaining about... Because you are looking for a Zelda-difficulty and these were made by a Mega Man-difficulty team. The Mermaid Suit was a limitation of the limits of the GameBoy, which I have to agree makes the Mermaid Suit not as effective as it could have been, but it honestly isn't as bad as I felt you made it out to be. The worst part of it (in my opinion) was the need to constantly hit the button to move, but limiting the amount of times you have to use it would also enable you to avoid the irritations as often. Some other things like needing to use the Switch Hook on off-screen objects were suppose to be based on you looking at those objects from different parts of the room - you were suppose to make up a "mental map" of the objects and plan out your actions without alw ays having the answer right in front of you. This is additionally the philosophy of Ages Dungeon 7 - Jabu Jabu. While you explore in the "dry", you are suppose to plan how you move around during the "wet". So while browsing around in the water might have been irritating, there still was a way for you to search without that irritation - this might be a "dev problem" or a "player problem" but this is mostly a design that has been refined over decades so that these irritations are not around as often anymore. Sadly, the way to learn not to make these failures in games is to make these failures and learn why they happened. Aka: These failures were learned and avoided in the future, but were not exactly avoidable when no one knew they were bad design choices while they were being made. I might continue this if I feel motivated (I am only ~20 minutes in), but at least I feel like I might have explained some of this. And if you (creator of this video, or similar viewer) want to ask questions on design, I am quite happy to start a discussion. Just reply to this comment. :P
Regarding the oracle games, at many points you said "Nintendo did this" "Nintendo did that", It was actually Capcom that developed the oracle games. Nintendo just published them.....
I actually got very close to beating every dungeon (non-consecutively) in the Oracle games with extreme conditions (Cursed Ring + 4 Hearts + Base Equipment + Deathless from a fresh entrance)... Level 8 in Ages, and Level 7 in Seasons are what stopped me. This is mostly because of the Seasons Midboss, having to juggle two teleporting bosses with a mechanic that boots me to the start of the dungeon is absurd, and I was trying to alternate between games. I should mention that doing both Hero's Caves, Final Levels, AND Ganon's Dungeon were also parts of the challenge, but I'm actually not too worried about Hero's Cave or Ganon's Dungeon. After all, there's no boss in Hero's Cave, and Ganon's Dungeon is nothing _but_ two bosses, each of which I'd done damageless individually prior without too much difficulty. No, it's the Final Levels that truly scare me, Onox and Veran on their own were brutal damageless fights even without factoring in the areas preceeding them.
The sword swing determines the direction of the ball. It's not well done in the oracle games. It was done a lot better in Link Between Worlds for the baseball mini game. I can't explain it via text alone. I'd need pictures to properly demonstrate it. But for example if you turn so that your facing up. And you hot the sword button then it swings the sword from the side to up. Using the positioning of the sword and when it hits the ball you can control the resulting trajectory of the hit ball. But like you said. The speed of the ball being random makes it hard to time and land the shot properly. I don't remember this mini game too much. But it sounds like a pain in the ass. I can only imagine each ball is done at a preset speed. Like first is slow. Second is fast. Third is slightly slower. Or whatever. If they ARE truly randomized then it makes for a ridiculous amount of trial and error to get a good run through that game. For the record I am so glad you did this video. I've been wanting some tips on how to complete these games a little quicker. I was trying to play them (again) recently. I think I started with seasons this time. But I plan to do them both in both orders. But currently I'm stuck on seasons because of the heart piece that you have to grow. I doubt I'll get every ring. That's an insane challenge to overcome with amount of RNG involved in this game(s). I'll save my all rings runs for when I play on a ROM. Because you can just use the GameShark code for all rings. Way easier. Lol. Honestly it's surprising that you could even beat THESE two games in 14 days due to the sheer number of rings that you have to get for a true 100% run. Haven't seen this whole video but if you didn't do the all rings then I'm NOT holding it against you. All hearts and maxed out equipment is more than enough for a full playthrough. Lol
So for rings. It looks like the advice I'm gleaning from this video is to look up a guide for what soil spots give certain prizes. Then I can limit my spamming of attempts for the rings. Not bad advice. I just don't know where to find said guide. Lol. Do you have a link(s) to the guides you used during your playthroughs? That would be immeasurably helpful
It's weird to remeber that this link is the same in la and alttp (the timelines show alttp, oos, ooa, la and the ending of linked games show link on a ship for his next journey which looks like the one from la
Wait so i have a legitimate question for this... If you use the code after beating the linked game, then you restart the 2nd game as if it were played first (no special upgrades or anything) except you have all the rings carried over? So by using these link codes you could basically keep playing through each title until you acquire all the rings? Or does it stop giving you the ending codes after a certain number of playthroughs?
I played on an emulator and set it to "gameboy advance mode." It is pretty annoying you can't get the advance rings if you play the Switch version of these games.
Isn't the owl statue supposed to tell you which switch to pull? It's been so long since I played this one. But I'm pretty sure there's a way to KNOW which switch is the correct one. Zelda games RARELY make you brute force an answer. They usually tell you SOMEWHERE what the answer is. But you just have to find it. So if not THAT owl statue then there's probably something ELSE in the dungeon that tells you which to pull. ...or it just wants you to pull a switch and fight enemies until it decides to give it to you. Idk. Lol.
@OffbeatDrill lol. That's awful. Lol. Maybe it IS just a random pull thing. That seems so weird for a Zelda title though. Usually there is SOME way to find the true answer. But who knows. Those early hand held titles did a lot of crazy shit. Mainly because of the hardware limitations. Later titles got buck wild with all the shit you could do. I'd absolutely LOVE to see remakes done of all the older Game Boy titles. Even as far as Minish Cap and the four player ones. Give them all the same treatment that Link's Awakening got. Fully done remakes with all the quality of life upgrades and such.
This ring collection makes minish cap's figurines look super easy to collect. 100% the oracle games is wild
Bro have you 100% Minish cap its rigged
No hate
@IsaacMoranMurphy I've done it twice. Yes, all 100 kinstone fusions and all heart pieces including the figurines
@ Same but this was not as hard as that
@@sobblegaming350U have insane RNG luck or dedication or both lol, all heart pieces in MC once is bad enough but twice?!😂
36:10 Ah yes, the Goron Dance mini game. That lives in infamy. My brother tried so hard to clear that one. I remember hearing about how there was only a *chance* to get the main prize from that one. Now all I have to do to send my brother into shudders is to make that same rhythm from the game. Dun dun dun. Dun dun dun. Dun dun dun dun dun DUN DUN...
We have a running joke about "entering the Goron Dance Zone" which is the flow state he entered to finally get the big prize...
This series is an absolute blast
I can´t wait for the third part, but like serious I'm kinda sad that it isn't already out. But I know that if it took a huge amount of hours to complete a game it sometimes even takes the same amount of hours to edit the footage.
I'm really impressed with the implication that the next 4 games alone took half of the remaining days to complete, even more impressed by the implication that they have even harder criterias to complete, like these oracle games are INSANE, I'm sure you are member of a club of just a few thousand people in the entire world that have completed 100% this games.
Man, that gacha aspect was annoying. Fortunately, Minish Cap has nothing like that required for the final Heart Piece... right? Right?
💀
_shudders_
I'm doing this as hard as I can🖕🏻🖕🏻🖕🏻that's how much we all hate it
That cloud boss using the cane of somaria made a reappearance in echos of wisdom.
Yes, I remember! it's in the eastern palace!
And the deku ruins
As an adult I now realize the gacha trees are like gachapon... lol knowledge.
30:27 that was the best “no freaking way” ever😂
In the Oracle games I can't get over how they chose to use the random reward system that wants you to throw time at it more than anything "Gasha". It's so close to "Gatcha" that I wonder if the term was known colloquially in the gaming industry during development.
Gacha (as in the video game mechanic) comes from gashapon/gachapon. So kind of, in some way.
Going to be a bit blunt and honest here, not because I feel you are wrong, but because I feel it is important to clarify several parts. Slight understandings of why Devs did what they did really explain the things you had problems with and/or why they were frustrating.
So first, these games (Both Oracles and Minish Cap) were NOT made by Nintendo. They were made by Capcom under a limited conditional contract with Nintendo. More to the point, Nintendo had to sign off on the work, but Capcom was the one who designed it. This is why there were many different RNG aspects (rings, minigames, which switch to pull, ect...) and why there were many things that didn't feel as "fair" as "normal" Zelda games - the devs behind it had a different philosophy, similar to the Mega Man games of trial & error than the resolute "guaranteed" answer that Nintendo tends to prefer. This is precisely why there were many things included within these games that you ended up complaining about... Because you are looking for a Zelda-difficulty and these were made by a Mega Man-difficulty team.
The Mermaid Suit was a limitation of the limits of the GameBoy, which I have to agree makes the Mermaid Suit not as effective as it could have been, but it honestly isn't as bad as I felt you made it out to be. The worst part of it (in my opinion) was the need to constantly hit the button to move, but limiting the amount of times you have to use it would also enable you to avoid the irritations as often.
Some other things like needing to use the Switch Hook on off-screen objects were suppose to be based on you looking at those objects from different parts of the room - you were suppose to make up a "mental map" of the objects and plan out your actions without alw ays having the answer right in front of you. This is additionally the philosophy of Ages Dungeon 7 - Jabu Jabu. While you explore in the "dry", you are suppose to plan how you move around during the "wet". So while browsing around in the water might have been irritating, there still was a way for you to search without that irritation - this might be a "dev problem" or a "player problem" but this is mostly a design that has been refined over decades so that these irritations are not around as often anymore. Sadly, the way to learn not to make these failures in games is to make these failures and learn why they happened. Aka: These failures were learned and avoided in the future, but were not exactly avoidable when no one knew they were bad design choices while they were being made.
I might continue this if I feel motivated (I am only ~20 minutes in), but at least I feel like I might have explained some of this. And if you (creator of this video, or similar viewer) want to ask questions on design, I am quite happy to start a discussion. Just reply to this comment. :P
Those spikey enemies can be flipped with the shovel actually. Its a pretty neat hidden mechanic
Omg he's back with another amazing video!!! Can't wait to dive into this one.
The goat is back, and he's on that grind
Regarding the oracle games, at many points you said "Nintendo did this" "Nintendo did that",
It was actually Capcom that developed the oracle games. Nintendo just published them.....
duuude i didn´t realize this video is so recent, you got a new follower
15:50 one screen left is a gacha spot for some reason his reward is tied to growing a tree there
Nintendo did not develop this game. Capcom did.
I actually got very close to beating every dungeon (non-consecutively) in the Oracle games with extreme conditions (Cursed Ring + 4 Hearts + Base Equipment + Deathless from a fresh entrance)... Level 8 in Ages, and Level 7 in Seasons are what stopped me. This is mostly because of the Seasons Midboss, having to juggle two teleporting bosses with a mechanic that boots me to the start of the dungeon is absurd, and I was trying to alternate between games.
I should mention that doing both Hero's Caves, Final Levels, AND Ganon's Dungeon were also parts of the challenge, but I'm actually not too worried about Hero's Cave or Ganon's Dungeon. After all, there's no boss in Hero's Cave, and Ganon's Dungeon is nothing _but_ two bosses, each of which I'd done damageless individually prior without too much difficulty. No, it's the Final Levels that truly scare me, Onox and Veran on their own were brutal damageless fights even without factoring in the areas preceeding them.
I would like to note that an area where your items were taken from you was present again in Skyward Sword prior to BOTW.
46:15 Yeah, you get the sword upgrade in oracle of seasons in the tarm ruins. So have fun with that noble sword for quite some time ;D
43:38 this is what Nintendo does to the people they sue 😂
The sword swing determines the direction of the ball. It's not well done in the oracle games. It was done a lot better in Link Between Worlds for the baseball mini game. I can't explain it via text alone. I'd need pictures to properly demonstrate it. But for example if you turn so that your facing up. And you hot the sword button then it swings the sword from the side to up. Using the positioning of the sword and when it hits the ball you can control the resulting trajectory of the hit ball. But like you said. The speed of the ball being random makes it hard to time and land the shot properly. I don't remember this mini game too much. But it sounds like a pain in the ass. I can only imagine each ball is done at a preset speed. Like first is slow. Second is fast. Third is slightly slower. Or whatever. If they ARE truly randomized then it makes for a ridiculous amount of trial and error to get a good run through that game.
For the record I am so glad you did this video. I've been wanting some tips on how to complete these games a little quicker. I was trying to play them (again) recently. I think I started with seasons this time. But I plan to do them both in both orders. But currently I'm stuck on seasons because of the heart piece that you have to grow. I doubt I'll get every ring. That's an insane challenge to overcome with amount of RNG involved in this game(s). I'll save my all rings runs for when I play on a ROM. Because you can just use the GameShark code for all rings. Way easier. Lol. Honestly it's surprising that you could even beat THESE two games in 14 days due to the sheer number of rings that you have to get for a true 100% run. Haven't seen this whole video but if you didn't do the all rings then I'm NOT holding it against you. All hearts and maxed out equipment is more than enough for a full playthrough. Lol
So for rings. It looks like the advice I'm gleaning from this video is to look up a guide for what soil spots give certain prizes. Then I can limit my spamming of attempts for the rings.
Not bad advice. I just don't know where to find said guide. Lol. Do you have a link(s) to the guides you used during your playthroughs? That would be immeasurably helpful
You forgot one thing: if you kept your first playthrough file, you can send all your rings over from your linked hero’s secret to it.
It's weird to remeber that this link is the same in la and alttp (the timelines show alttp, oos, ooa, la and the ending of linked games show link on a ship for his next journey which looks like the one from la
The goat is back
Just saw this notification and now I’ve got work but you already KNOW we staring at this for an hour as soon as I’m free
We’re back baby, let’s get this started 😎
Praying they remake these games soon
0:00 already a banger
He’s back!
They were made by CAPCOM, not NINTENDO!!!
Wait so i have a legitimate question for this...
If you use the code after beating the linked game, then you restart the 2nd game as if it were played first (no special upgrades or anything) except you have all the rings carried over? So by using these link codes you could basically keep playing through each title until you acquire all the rings? Or does it stop giving you the ending codes after a certain number of playthroughs?
15:50 for me the treasure only appeared when i finished the game
Get your facts right!!!
Part 3?
How did you get the advance ring?
I played on an emulator and set it to "gameboy advance mode." It is pretty annoying you can't get the advance rings if you play the Switch version of these games.
Isn't the owl statue supposed to tell you which switch to pull? It's been so long since I played this one. But I'm pretty sure there's a way to KNOW which switch is the correct one. Zelda games RARELY make you brute force an answer. They usually tell you SOMEWHERE what the answer is. But you just have to find it. So if not THAT owl statue then there's probably something ELSE in the dungeon that tells you which to pull.
...or it just wants you to pull a switch and fight enemies until it decides to give it to you. Idk. Lol.
The owl statue just says "Test your luck." I think the answer is the last thing you suggested haha.
@OffbeatDrill lol. That's awful. Lol. Maybe it IS just a random pull thing. That seems so weird for a Zelda title though. Usually there is SOME way to find the true answer. But who knows. Those early hand held titles did a lot of crazy shit. Mainly because of the hardware limitations. Later titles got buck wild with all the shit you could do. I'd absolutely LOVE to see remakes done of all the older Game Boy titles. Even as far as Minish Cap and the four player ones. Give them all the same treatment that Link's Awakening got. Fully done remakes with all the quality of life upgrades and such.
where's part 3?
@@metachop7444 currently working on it!
First?
Part 3?