History ScrappyMechanic / TheLegendOfZelda

15th Apr '17 6:33:55 AM finlandsberet
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** [[BreakableWeapons all weapons and shields are now subject to durability,]] and will easily break if overused. You will need to constantly switch out weapons in your current inventory, and often replace them with drops defeated from baddies or found in chests. However, the game will still allow you to open chests even if you have a full inventory...meaning you'll see Link open the chest, the item summary pop up, followed by the popup reading "Your inventory space is full", then the chest closing, all of which takes about 10 or seconds, and ''not'' counting how much time you take to pull up the menu to actually discard a weapon to make room for a new one. This gets very tedious very quickly. Even the [[UnbreakableWeapons Master Sword]] does not escape from this. Prolonged usage of the Master Sword will render in temporarily unusable until it recharges.

to:

** [[BreakableWeapons all All weapons and shields are now subject to durability,]] and will easily break if overused. You will need to constantly switch out weapons in your current inventory, and often replace them with drops defeated from baddies or found in chests. However, the game will still allow you to open chests even if you have a full inventory...meaning you'll see Link open the chest, the item summary pop up, followed by the popup reading "Your inventory space is full", then the chest closing, all of which takes about 10 or seconds, and ''not'' counting how much time you take to pull up the menu to actually discard a weapon to make room for a new one. This gets very tedious very quickly. Even the [[UnbreakableWeapons Master Sword]] does not escape from this. Prolonged usage of the Master Sword will render in temporarily unusable until it recharges.
31st Mar '17 4:19:16 AM CybranGeneralSturm
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* Kinstones in ''VideoGame/TheLegendOfZeldaTheMinishCap'', for wasting one of the GBA's precious four buttons on a seldom-used function. And the people you fuse Kinstones with keep changing. You could attempt to fuse Kinstones with somebody, discover you don't have the right type, and come back later when you do to discover that that particular fusion has moved to someone else. It's particularly bad when there are certain fusions that will always be from a specific NPC, but they won't always be willing to fuse Kinstones with you. Also, some possible Kinstone fusions will be [[PermanentlyMissableContent lost for good]] if you don't fuse them at the time the game wants you to fuse them. It's especially annoying when at one point in the game, Tingle will fuse Kinstones with you, but come back later in the postgame with only one Kinstone left to fuse and he suddenly won't want to fuse with you.

to:

* Kinstones in ''VideoGame/TheLegendOfZeldaTheMinishCap'', for wasting one of the GBA's precious four buttons on a seldom-used function. And the people you fuse Kinstones with keep changing. You could attempt to fuse Kinstones with somebody, discover you don't have the right type, and come back later when you do to discover that that particular fusion has moved to someone else. It's particularly bad when there are certain fusions that will always be from a specific NPC, but they won't always be willing to fuse Kinstones with you. Also, some possible Kinstone fusions will be [[PermanentlyMissableContent lost for good]] if you don't fuse them at the time the game wants you to fuse them. It's especially annoying when at one point in the game, Tingle will fuse Kinstones with you, but come back later in the postgame with only one Kinstone left to fuse and he suddenly won't want to fuse with you. This mechanic is required for beating the game as there are gold Kinstone fusions that have to be done in order to unlock new areas (thankfully, these pieces are in set locations unlike the other colors which [[RandomDrop appear randomly from cutting grass and defeating enemies]]).
26th Mar '17 6:22:30 PM GoblinCipher
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** On the Nintendo 3DS, the platform-jumping section in Death Mountain isn't too serious. On the 2DS, or with the three-dimensional mode turned off (which many players do to avoid ''migraines''), it's a nightmare. It doesn't help that you're following signs to find Rosso's Ore Mine, which turns out to be [[spoiler: a useless pile of rocks that's only important because it's ''near'' important things]].
** There's an [[StealthBasedMission enforced stealth section]] just before the Dark Palace. It is made nearly trivial by Link's new ability to flatten himself into the wall, with only a handful of times it's even possible to be spotted. It's nevertheless irritatingly long and involved for what is essentially an OverlyLongGag.
6th Mar '17 10:39:45 AM MyFinalEdits
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** Tying into the above, [[BreakableWeapons all weapons and shields are now subject to durability,]] and will easily break if overused. You will need to constantly switch out weapons in your current inventory, and often replace them with drops defeated from baddies or found in chests. However, the game will still allow you to open chests even if you have a full inventory...meaning you'll see Link open the chest, the item summary pop up, followed by the popup reading "Your inventory space is full", then the chest closing, all of which takes about 10 or seconds, and ''not'' counting how much time you take to pull up the menu to actually discard a weapon to make room for a new one. This gets very tedious very quickly.
*** Even the [[UnbreakableWeapons Master Sword]] does not escape from this. Prolonged usage of the Master Sword will render in temporarily unusable until it recharges.

to:

** Tying into the above, [[BreakableWeapons all weapons and shields are now subject to durability,]] and will easily break if overused. You will need to constantly switch out weapons in your current inventory, and often replace them with drops defeated from baddies or found in chests. However, the game will still allow you to open chests even if you have a full inventory...meaning you'll see Link open the chest, the item summary pop up, followed by the popup reading "Your inventory space is full", then the chest closing, all of which takes about 10 or seconds, and ''not'' counting how much time you take to pull up the menu to actually discard a weapon to make room for a new one. This gets very tedious very quickly.
***
quickly. Even the [[UnbreakableWeapons Master Sword]] does not escape from this. Prolonged usage of the Master Sword will render in temporarily unusable until it recharges.
6th Mar '17 6:21:10 AM DrakeNightwing
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Added DiffLines:

* ''VideoGame/TheLegendOfZeldaBreathOfTheWild''
** Inventory space is limited. While the menus themselves are clear and precise, you will often find yourself scrolling through a '''lot''' of junk if you have a full inventory. This also, aggravatingly, ties in to your weapons where you will only be able to carry a finite amount of melee weapons, bows and arrows, and shields which you require you to often times replace something in your current inventory for something stronger.
** Tying into the above, [[BreakableWeapons all weapons and shields are now subject to durability,]] and will easily break if overused. You will need to constantly switch out weapons in your current inventory, and often replace them with drops defeated from baddies or found in chests. However, the game will still allow you to open chests even if you have a full inventory...meaning you'll see Link open the chest, the item summary pop up, followed by the popup reading "Your inventory space is full", then the chest closing, all of which takes about 10 or seconds, and ''not'' counting how much time you take to pull up the menu to actually discard a weapon to make room for a new one. This gets very tedious very quickly.
*** Even the [[UnbreakableWeapons Master Sword]] does not escape from this. Prolonged usage of the Master Sword will render in temporarily unusable until it recharges.
** Rain, and thunderstorms. Rain makes climbing much more difficult, due to making the climbable surfaces wet and slippery and will drain your stamina much more quickly than usual. Thunderstorms are especially dangerous as having metal weapons and shields (which are usually higher-end items compared to wooden items) equipped means you turn into a living lightning rod. You will be struck by lightning, unless you swap out for other, less durable inventory (assuming you even ''have'' them to begin with).
25th Jan '17 9:03:51 PM MyFinalEdits
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* ''VideoGame/ZeldaIITheAdventureOfLink'':
** ''Zelda II's'' GameOver mechanic is the cruelest out of all the Zelda games so far:
*** When Link loses all his lives, he restarts back at the temple where Zelda sleeps. Some of the palaces are very far from that starting point, which means you're forced to walk all the way back to where you last left off. The fact that the final palace [[AntiFrustrationFeature is exempt from this rule]] shows that it could've been done, the developers just chose not to.
*** After getting a Game Over, any extra lives you've picked up (and there aren't too many of them) are [[PermanentlyMissableContent lost for good]]. Get used to having only three tries in a dungeon before going back to start.
*** All experience goes back down to zero when you lose all your lives and get a Game Over. 20 EXP away from a level up? Too bad, it's all a waste, should have gone to an easier area to grind that last bit. And those big EXP pick-ups you grabbed during this time? Oh, they're not coming back. And this isn't even taking into consideration the large number of enemies who steal EXP whenever they hit you. They can't drain levels from you, but if you've collected 200 EXP and are 100 away from a level, getting hit enough will force you down to 0/300 EXP to the next level. Basically, in order to level up efficiently, you have to make sure you're not anywhere near EXP drainers (and they're annoyingly common).

to:

* ''VideoGame/ZeldaIITheAdventureOfLink'':
** ''Zelda II's''
The GameOver mechanic in ''VideoGame/ZeldaIITheAdventureOfLink'' is the cruelest out of all the Zelda games so far:
*** ** When Link loses all his lives, he restarts back at the temple where Zelda sleeps. Some of the palaces are very far from that starting point, which means you're forced to walk all the way back to where you last left off. The fact that the final palace [[AntiFrustrationFeature is exempt from this rule]] shows that it could've been done, the developers just chose not to.
*** ** After getting a Game Over, any extra lives you've picked up (and there aren't too many of them) are [[PermanentlyMissableContent lost for good]]. Get used to having only three tries in a dungeon before going back to start.
*** ** All experience goes back down to zero when you lose all your lives and get a Game Over. 20 EXP away from a level up? Too bad, it's all a waste, should have gone to an easier area to grind that last bit. And those big EXP pick-ups you grabbed during this time? Oh, they're not coming back. And this isn't even taking into consideration the large number of enemies who steal EXP whenever they hit you. They can't drain levels from you, but if you've collected 200 EXP and are 100 away from a level, getting hit enough will force you down to 0/300 EXP to the next level. Basically, in order to level up efficiently, you have to make sure you're not anywhere near EXP drainers (and they're annoyingly common).common).
* When ''VideoGame/TheLegendOfZeldaALinkToThePast'' was re-released with ''VideoGame/TheLegendOfZeldaFourSwords'' on the UsefulNotes/GameBoyAdvance, they decided to add in the "RAAAH! ROOH!! RAAH!!" sword-swinging yells lifted straight from ''VideoGame/TheLegendOfZeldaOcarinaOfTime''. You'd be very hard pressed to find even a single player who appreciated it as it seems incredibly out of place and is ''much'' louder than any other sound effect in the game, and since the game has a ''lot'' of ButtonMashing swordplay it [[MostAnnoyingSound gets incredibly annoying in very short order]].



** Having to pause and go to the equipment screen to change between normal shoes and iron boots over and over and over in the Water Temple, where you need to walk on the bottom in some places and float in others to complete it. (Thankfully, the remake and next games have the Iron Boots as an item you can equip to one button for easy switching.) Made worse by the fact that it takes ages to switch to the pause screen, as every time the player presses the Start button, the game slowly generates a screenshot of the game in order to use it as the background for the pause screen, not showing this one until the process is finished.

to:

** Having to pause and go to the equipment screen to change between normal shoes and iron boots over and over and over in the Water Temple, where you need to walk on the bottom in some places and float in others to complete it. (Thankfully, it (thankfully, the remake and next games have the Iron Boots as an item you can equip to one button for easy switching.) switching). Made worse by the fact that it takes ages to switch to the pause screen, as every time the player presses the Start button, the game slowly generates a screenshot of the game in order to use it as the background for the pause screen, not showing this one until the process is finished.



* When ''VideoGame/TheLegendOfZeldaALinkToThePast'' was re-released with ''VideoGame/TheLegendOfZeldaFourSwords'' on the UsefulNotes/GameBoyAdvance, they decided to add in the "RAAAH! ROOH!! RAAH!!" sword-swinging yells lifted straight from ''VideoGame/TheLegendOfZeldaOcarinaOfTime''. You'd be very hard pressed to find even a single player who appreciated it as it seems incredibly out of place and is ''much'' louder than any other sound effect in the game, and since the game has a ''lot'' of ButtonMashing swordplay it [[MostAnnoyingSound gets incredibly annoying in very short order]].

to:

* When ''VideoGame/TheLegendOfZeldaALinkToThePast'' was re-released with ''VideoGame/TheLegendOfZeldaFourSwords'' on ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker's]]'': The sailing deserves special mention here; while it's essentially the UsefulNotes/GameBoyAdvance, they decided same mechanic as Epona the horse, at least Hyrule Field has more visual diversity. Epona also didn't require you to add play a song every time you wanted to change directions for max speed, and the Great Sea is much larger than Hyrule Field. Of course, a BrokenBase has developed around this mechanic, as about as many fans who hated the mechanic also loved it. Slightly changed in the "RAAAH! ROOH!! RAAH!!" sword-swinging yells lifted straight from ''VideoGame/TheLegendOfZeldaOcarinaOfTime''. You'd be very hard pressed to find even a single player who appreciated it as it seems incredibly out UpdatedRerelease with the addition of place a "Fast Sail" that doubles your speed and is ''much'' louder than any other sound effect in eliminates the game, and since need to manually change the direction of the wind; of course, the issue of whether it's needed or it ruins the experience of the game has a ''lot'' of ButtonMashing swordplay it [[MostAnnoyingSound gets incredibly annoying in very short order]].leads back to the same argument.



* ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker's]]'': The sailing deserves special mention here; while it's essentially the same mechanic as Epona the horse, at least Hyrule Field has more visual diversity. Epona also didn't require you to play a song every time you wanted to change directions for max speed, and the Great Sea is much larger than Hyrule Field. Of course, a BrokenBase has developed around this mechanic, as about as many fans who hated the mechanic also loved it. Slightly changed in the UpdatedRerelease with the addition of a "Fast Sail" that doubles your speed and eliminates the need to manually change the direction of the wind; of course, the issue of whether it's needed or it ruins the experience of the game leads back to the same argument.
25th Jan '17 6:43:21 AM Gosicrystal
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** ''Zelda II's'' Game Over mechanic is the cruelest out of all the Zelda games so far:

to:

** ''Zelda II's'' Game Over GameOver mechanic is the cruelest out of all the Zelda games so far:



*** After getting a Game Over, any extra lives you've picked up (and there aren't too many of them) are LostForever. Get used to having only three tries in a dungeon before going back to start.

to:

*** After getting a Game Over, any extra lives you've picked up (and there aren't too many of them) are LostForever.[[PermanentlyMissableContent lost for good]]. Get used to having only three tries in a dungeon before going back to start.



* Kinstones in ''VideoGame/TheLegendOfZeldaTheMinishCap'', for wasting one of the GBA's precious four buttons on a seldom-used function. And the people you fuse Kinstones with keep changing. You could attempt to fuse Kinstones with somebody, discover you don't have the right type, and come back later when you do to discover that that particular fusion has moved to someone else. It's particularly bad when there are certain fusions that will always be from a specific NPC, but they won't always be willing to fuse Kinstones with you. Also, some possible Kinstone fusions will be LostForever if you don't fuse them at the time the game wants you to fuse them. It's especially annoying when at one point in the game, Tingle will fuse Kinstones with you, but come back later in the postgame with only one Kinstone left to fuse and he suddenly won't want to fuse with you.

to:

* Kinstones in ''VideoGame/TheLegendOfZeldaTheMinishCap'', for wasting one of the GBA's precious four buttons on a seldom-used function. And the people you fuse Kinstones with keep changing. You could attempt to fuse Kinstones with somebody, discover you don't have the right type, and come back later when you do to discover that that particular fusion has moved to someone else. It's particularly bad when there are certain fusions that will always be from a specific NPC, but they won't always be willing to fuse Kinstones with you. Also, some possible Kinstone fusions will be LostForever [[PermanentlyMissableContent lost for good]] if you don't fuse them at the time the game wants you to fuse them. It's especially annoying when at one point in the game, Tingle will fuse Kinstones with you, but come back later in the postgame with only one Kinstone left to fuse and he suddenly won't want to fuse with you.
2nd Dec '16 9:16:16 PM Antwan
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** All experience goes back down to zero when you lose all your lives and get a Game Over. 20 EXP away from a level up? Too bad, it's all a waste, should have gone to an easier area to grind that last bit. And those big EXP pick-ups you grabbed during this time? Oh, they're not coming back. And this isn't even taking into consideration the large number of enemies who steal EXP whenever they hit you. They can't drain levels from you, but if you've collected 200 EXP and are 100 away from a level, getting hit enough will force you down to 0/300 EXP to the next level. Basically, in order to level up efficiently, you have to make sure you're not anywhere near EXP drainers (and they're annoyingly common).
** After getting a Game Over, any extra lives you've picked up (and there aren't too many of them) are LostForever. It also sets you back to Zelda's palace at the very start of the game, [[AntiFrustrationFeature except once you get to the last dungeon]].

to:

** ''Zelda II's'' Game Over mechanic is the cruelest out of all the Zelda games so far:
*** When Link loses all his lives, he restarts back at the temple where Zelda sleeps. Some of the palaces are very far from that starting point, which means you're forced to walk all the way back to where you last left off. The fact that the final palace [[AntiFrustrationFeature is exempt from this rule]] shows that it could've been done, the developers just chose not to.
*** After getting a Game Over, any extra lives you've picked up (and there aren't too many of them) are LostForever. Get used to having only three tries in a dungeon before going back to start.
***
All experience goes back down to zero when you lose all your lives and get a Game Over. 20 EXP away from a level up? Too bad, it's all a waste, should have gone to an easier area to grind that last bit. And those big EXP pick-ups you grabbed during this time? Oh, they're not coming back. And this isn't even taking into consideration the large number of enemies who steal EXP whenever they hit you. They can't drain levels from you, but if you've collected 200 EXP and are 100 away from a level, getting hit enough will force you down to 0/300 EXP to the next level. Basically, in order to level up efficiently, you have to make sure you're not anywhere near EXP drainers (and they're annoyingly common).
** After getting a Game Over, any extra lives you've picked up (and there aren't too many of them) are LostForever. It also sets you back to Zelda's palace at the very start of the game, [[AntiFrustrationFeature except once you get to the last dungeon]].
common).
24th Oct '16 8:45:46 PM embala
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* When you travel back to the First Day in ''VideoGame/TheLegendOfZeldaMajorasMask'', you lose certain sidequest items such as Deku Deeds or the event items involving the Anju and Kafei sidequest. Considering how much time it takes to get each portion back if you reset time and save, it's highly annoying; especially as Anju and Kafei's sidequest needs to be done twice to get 100% for the game.

to:

* ''VideoGame/TheLegendOfZeldaMajorasMask''
**
When you travel back to the First Day in ''VideoGame/TheLegendOfZeldaMajorasMask'', Day, you lose certain sidequest items such as Deku Deeds or the event items involving the Anju and Kafei sidequest. Considering how much time it takes to get each portion back if you reset time and save, it's highly annoying; especially as Anju and Kafei's sidequest needs to be done twice to get 100% for the game.
** Swimming. Zora Link can be ''extremely'' frustrating to control, giving both the Great Bay Temple and its [[ThatOneBoss infamous boss]] Unfavorite status among many fans who otherwise love the
game.
12th Oct '16 7:54:22 PM MyFinalEdits
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* ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker's]]'' sailing deserves special mention here; while it's essentially the same mechanic as Epona the horse, at least Hyrule Field has more visual diversity. Epona also didn't require you to play a song every time you wanted to change directions for max speed, and the Great Sea is much larger than Hyrule Field. Of course, a BrokenBase has developed around this mechanic, as about as many fans who hated the mechanic also loved it. Slightly changed in the UpdatedRerelease with the addition of a "Fast Sail" that doubles your speed and eliminates the need to manually change the direction of the wind; of course, the issue of whether it's needed or it ruins the experience of the game leads back to the same argument.
** While a slightly lesser example, the StealthBasedMission when you go through the Forsaken Fortress for the first time. You can only sneak around inside a wooden barrel, the patrolling moblins can see you when you're moving ''outside'' of their line of sight, and you can't move ''at all'' while inside a certain radius of them. What's especially annoying is that you've just gotten your sword and shield, but you're barely allowed to use them against only a few enemies before your slicey-stabby privileges get revoked. However, it does make it all the more cathartic when you get your sword back and are finally able to kill the mini-boss at the end of the dungeon, and especially when you get to come back halfway through the game with all your souped-up gear.

to:

* ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker's]]'' Waker's]]'': The sailing deserves special mention here; while it's essentially the same mechanic as Epona the horse, at least Hyrule Field has more visual diversity. Epona also didn't require you to play a song every time you wanted to change directions for max speed, and the Great Sea is much larger than Hyrule Field. Of course, a BrokenBase has developed around this mechanic, as about as many fans who hated the mechanic also loved it. Slightly changed in the UpdatedRerelease with the addition of a "Fast Sail" that doubles your speed and eliminates the need to manually change the direction of the wind; of course, the issue of whether it's needed or it ruins the experience of the game leads back to the same argument.
** While a slightly lesser example, the StealthBasedMission when you go through the Forsaken Fortress for the first time. You can only sneak around inside a wooden barrel, the patrolling moblins can see you when you're moving ''outside'' of their line of sight, and you can't move ''at all'' while inside a certain radius of them. What's especially annoying is that you've just gotten your sword and shield, but you're barely allowed to use them against only a few enemies before your slicey-stabby privileges get revoked. However, it does make it all the more cathartic when you get your sword back and are finally able to kill the mini-boss at the end of the dungeon, and especially when you get to come back halfway through the game with all your souped-up gear.
argument.



** Another despised aspect of Spirit Tracks are the Pirates. They are far more frequent than is reasonable, and are a severe threat. They lag the game, [[TheComputerIsACheatingBastard every shot they do after their first is 100% accurate]], and if you have a passenger, you'll have to do a very long and drawn out fight scene, where death and/or failure (requiring a restart of the already Scrappy EscortMission) is a very high possibility. Good news is, you can destroy the cannonballs they fire at you before they even make contact. Besides that, you can always slow the train down while carrying a passenger so that you lessen the risk of multitasking to both fend off the pirates and follow the signs.
** The Spirit Flute duets have a small hatedom due to the item's incredibly finicky and picky nature.

to:

** Another despised aspect of Spirit Tracks ''Spirit Tracks'' are the Pirates. They are far more frequent than is reasonable, and are a severe threat. They lag the game, [[TheComputerIsACheatingBastard every shot they do after their first is 100% accurate]], and if you have a passenger, you'll have to do a very long and drawn out fight scene, where death and/or failure (requiring a restart of the already Scrappy EscortMission) is a very high possibility. Good news is, you can destroy the cannonballs they fire at you before they even make contact. Besides that, you can always slow the train down while carrying a passenger so that you lessen the risk of multitasking to both fend off the pirates and follow the signs.
** The Spirit Flute duets have a small hatedom some detractors due to the item's incredibly finicky and picky nature.
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