History ScrappyMechanic / TheLegendOfZelda

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]].

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** ''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.

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* ''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.

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* ''[[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.

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** 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.
23rd Aug '16 10:17:02 AM Sonofstranger
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Added DiffLines:

** 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.
9th Aug '16 5:29:04 PM 64SuperNintendo
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** You found a silver rupee! That's worth a whopping 200 rupees... but your wallet is full, so let's put it back for now. Some may find it better than the alternative used in previous games where any found rupee would be wasted if you tried collecting it with a full wallet, but they may think otherwise while searching for the last "unopened" chest in a dungeon. This feature is so annoying to the fanbase, Nintendo actully took the time to announce it would be removed in the HD Wii U Remaster.

to:

** You found a silver rupee! That's worth a whopping 200 rupees... but your wallet is full, so let's put it back for now. Some may find it better than the alternative used in previous games where any found rupee would be wasted if you tried collecting it with a full wallet, but they may think otherwise while searching for the last "unopened" chest in a dungeon. This feature is so annoying to the fanbase, Nintendo actully actually took the time to announce it would be removed in the HD Wii U Remaster.
26th May '16 11:34:31 AM VanHohenheimOfXerxes
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* ''VideoGame/TheLegendOfZeldaOcarinaOfTime'''

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* ''VideoGame/TheLegendOfZeldaOcarinaOfTime'''''VideoGame/TheLegendOfZeldaOcarinaOfTime''
26th May '16 11:34:10 AM VanHohenheimOfXerxes
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* Having to pause and go to the equipment screen to change between normal shoes and iron boots over and over and over in ''VideoGame/TheLegendOfZeldaOcarinaOfTime'''s 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.

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* ''VideoGame/TheLegendOfZeldaOcarinaOfTime'''
**
Having to pause and go to the equipment screen to change between normal shoes and iron boots over and over and over in ''VideoGame/TheLegendOfZeldaOcarinaOfTime'''s 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.finished.
** There's another infamous Scrappy Mechanic relating to Kaepora Gaebora, the owl who repeatedly delivers [[WallOfText long-winded exposition]] that's only useful the first time you play. The default choice for ShallIRepeatThat is "yes," meaning many players who {{button mash|ing}} their way through his speeches end up inadvertently prompting him to give the whole speech ''all over again''.
22nd May '16 4:57:45 PM MyFinalEdits
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** The multiplayer system was practically rendered unplayable because it forced gamers to use the GameBoyAdvance and Link Cables as controllers rather than GameCube controllers in a very clear attempt to foist the peripheral on people. Good luck finding four friends with all the essential hookups to play what could otherwise be an amazing game, especially considering said devices are no longer being made and are quite hard to come by.
** Being able to carry only one item at a time was, in theory, an interesting deviation from the expected gameplay which added an extra level to the game's puzzles. In practice it merely padded the levels with BackTracking as you'd often be offered several items with no clue which one you needed, reducing the puzzles to "guess which one you need and if you're wrong wander back and get the right one." Most players felt, since the game's core mechanic centered around controlling four Links at once, they could have at least had the option to give each Link a different item.

to:

** The multiplayer system was practically rendered unplayable because it forced forces gamers to use the GameBoyAdvance UsefulNotes/GameBoyAdvance and Link Cables as controllers rather than GameCube UsefulNotes/NintendoGameCube controllers in a very clear attempt to foist the peripheral on people. Good luck finding four friends with all the essential hookups to play what could otherwise be an amazing game, especially considering said devices are no longer being made and are quite hard to come by.
** Being able to carry only one item at a time was, is, in theory, an interesting deviation from the expected gameplay which added adds an extra level to the game's puzzles. In practice it merely padded pads the levels with BackTracking as you'd you're often be offered several items with no clue which one you needed, need, reducing the puzzles to "guess which one you need and if you're wrong wander back and get the right one." Most players felt, feel, since the game's core mechanic centered centers around controlling four Links at once, they could have at least had the option to give each Link a different item.
22nd May '16 4:24:40 PM gophergiggles
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Added DiffLines:

* ''VideoGame/TheLegendOfZeldaFourSwordsAdventures'':
** The multiplayer system was practically rendered unplayable because it forced gamers to use the GameBoyAdvance and Link Cables as controllers rather than GameCube controllers in a very clear attempt to foist the peripheral on people. Good luck finding four friends with all the essential hookups to play what could otherwise be an amazing game, especially considering said devices are no longer being made and are quite hard to come by.
** Being able to carry only one item at a time was, in theory, an interesting deviation from the expected gameplay which added an extra level to the game's puzzles. In practice it merely padded the levels with BackTracking as you'd often be offered several items with no clue which one you needed, reducing the puzzles to "guess which one you need and if you're wrong wander back and get the right one." Most players felt, since the game's core mechanic centered around controlling four Links at once, they could have at least had the option to give each Link a different item.
7th May '16 6:34:26 PM Kayube
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** You found a silver rupee! That's worth a whopping 200 rupees... but your wallet is full, so let's put it back for now. Some may find it better than the alternative used in previous games where any found rupee would be ''erased'' if you tried collecting it with a full wallet, but they may think otherwise while searching for the last "unopened" chest in a dungeon. This feature is so annoying to the fanbase, Nintendo actully took the time to announce it would be removed in the HD Wii U Remaster.

to:

** You found a silver rupee! That's worth a whopping 200 rupees... but your wallet is full, so let's put it back for now. Some may find it better than the alternative used in previous games where any found rupee would be ''erased'' wasted if you tried collecting it with a full wallet, but they may think otherwise while searching for the last "unopened" chest in a dungeon. This feature is so annoying to the fanbase, Nintendo actully took the time to announce it would be removed in the HD Wii U Remaster.
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http://tvtropes.org/pmwiki/article_history.php?article=ScrappyMechanic.TheLegendOfZelda