Sunday, November 3, 2019

Keys, Lots of Keys

a Chamber Dungeon room with the chest that normally has the Roc's Feather, there are 22 keys visible on the HUD

Anybody need a key? Because I got plenty left...

If you're counting them right now, I can save you the trouble: you're looking at 21 Small Keys and one Nightmare Key for a total of 22 keys. And this is certainly a record for any Zelda game.

That's a little Chamber Dungeon experiment I did today, where I was putting together a dungeon with all chambers that have locked doors in a way, where you could avoid them all. Since there are only two chambers with both a locked door and a chest, it's easy to place the chambers with locked doors completely out of the way. Then you fill the rest of the dungeon with treasure chests and get a result like this:

Chamber Dungeon arrangement, there are lots of locked doors on the east half of the dungeon and lots of chests on the west half

the map of the almost cleared dungeon

It's funny how the keys even mess up the main menu screen, where they go over the text for the L button. Either no one at GREZZO anticipated this or they didn't care, because this is such a corner case. Either way this was fun to do.

Saturday, November 2, 2019

Link's Awakening Remake: Fishing Discoveries

the fishing pond with all five different types of fish available

Again, I've spent a little bit more time with the remake of Link's Awakening, where today I had some extensive fishing sessions. I kept fishing for a while without ever leaving the pond and was positively surprised about the respawn behavior.

The biggest insight should be that the above screenshot was taken from a pond, which didn't have the glowing circle initially, so it started with only the two regular types of fish. But once you've caught those, new fish will appear, which can include the three special fish. So, even without the blue light you can get all types of fish eventually.

There are five different spots in the pond: one at the top, one at the bottom and three at the middle. And they all will be replenished after a short while, where the type of fish depends on the spot.

This also means that you don't ever have to leave the pond to get everything done in this mini-game. You can just keep fishing, until you got everything of importance. It still might be faster to leave the pond and check until you get the fish that you want, but it's not necessary, which is a big improvement over all the previous fishing mini-games in Zelda, especially Majora's Mask 3D.

The second big insight had to do with the Blooper, where I found out that it can also appear directly below you:

the fishing pond with all five types of fish and the Blooper right below Link

Any fish that appears there, no matter what size, can be caught within a single second. This also works for the Blooper, so if you're having any trouble catching one, just wait until it appears in the spot right below you.

Link catching a Blooper

While I had my troubles with this mini-game during my first time playing the remake, I now have to say that I'm enjoying it as much as I thought I would before the game was released. And overall GREZZO did a really good job with the mini-games in Link's Awakening.

Friday, November 1, 2019

Zelda + Metroid Calendars 2020


It's time to look at the calendars for the upcoming year and like for 2019 we again get two different Zelda calendars. One by Abrams (to the left), who have been releasing these calendars for many years now, and one by Pyramid (to the right).


For 2019 the Abrams calendar focused entirely on Breath of the Wild, where in 2020 they "broaden" their spectrum again to all six 3D Zelda games. Wow. If you're also a fan of topdown Zeldas, the Pyramid calendar might be the better choice here, because it also features The Minish Cap and A Link Between Worlds in addition... Which isn't much, but better than nothing.

Pyramid's selection of motives is again a lot more vanilla, though, where it all feels very familiar if you had some of the Abrams calendars from the past. The new Abrams calendar is a little bit more interesting on that regard, at least for its Breath of the Wild motives, where it probably would have been a good idea to simply make a second calendar exclusively featuring the game, instead of posting the cover of Skyward Sword again.

On the other hand the Pyramid calendar has the much nicer design for its months:


This all looks like a beautifully crafted Zelda calendar, while the one from Abrams feels a lot more blank in comparison with only the motive on the top page and rather lackluster template with some random background color on the lower page:


So, it's ultimately your choice what calendar you're going with. Or just get both and hang them in different spots.

But if you only have the one spot available and you want a calendar done right, then it might be worth considering the official Metroid Calendar 2020 instead:


This seems to be the first Metroid calendar (at least I haven't seen one in the previous years) and it was also done by Abrams, which is quite surprising, because they have done an uncharacteristically good job here when compared to their Zelda calendars. It already starts with the selection of motives, which are covering absolutely all Metroid games (except for Prime Pinball):


Counting the two remakes, there are currently twelve Metroid games in total, which fits perfectly for a twelve month calendar. The games are even covered in their order of release, so it starts with the classic NES Metroid and ends with Metroid: Samus Returns. This is perfect!

It mainly uses the cover arts of the games for this, but for a first Metroid calendar this is completely fine. (For a second one in 2021 it won't be.) It's a nice journey through 33 years of Metroid and you'd wish that Abrams would also consider using arts from some older or less popular Zelda games for their calendars as well for a change.

Surprisingly, the only game that has been featured twice here is actually Metroid: Other M, where the Bottleship is used for the 2019 section, which features the months between September and December. You might not ever see that one on your wall, however, so that's fine in any case.

The design of the calendar is also quite nice and fits the futuristic feel of the games:


I like how the top pages fades in the background of the second page, because it makes it look more wholesome, while the last Zelda calendars by Abrams make a clear visual cut between the two pages. So, yeah, this is definitely a good start and I will be proudly hanging this calendar in 2020 somewhere where I can see it. (Not that I'm hanging any calendars where you can't see them... You know what I mean.)

Thursday, October 31, 2019

Link's Awakening Remake Selling Well


Nintendo has released their current financial data for the end of September 2019 on the Investor Relations Information page. This includes their lists of best selling games, where The Legend of Zelda: Link's Awakening already made it into the top 10 of Nintendo Switch titles! This is quite impressive considering that the data was recorded on September 30th – only ten days after the game's releasee.

In that time it came quite close to Super Mario Maker 2 and even outsold Fire Emblem: Three Houses, which has sold 2.29 million units according to the newest earnings release document.

By now the remake of Link's Awakening might have already crossed the sales of its GameBoy original, which has sold 3.83 million at its time, while it already has surpassed Link's Awakening DX for the GameBoy Color with 2.22 million. It's also doing better than A Link Between Worlds back on the Nintendo 3DS, where it sold 2.5 million copies after about four months (end of March 2014).

Of course this might have to do with the massive success of Breath of the Wild, which is currently looking at 14.54 million sold copies on Nintendo Switch, where it has become the most successful Zelda game of all time. And people simply want more Zelda on that system, where Link's Awakening might have charmed them with its adorable visuals.

But in any case this is a huge success for Link's Awakening and traditional topdown Zelda as a whole, where Nintendo and GREZZO might want to follow up on that success and produce more in the same style:

  • Updates and DLC for Link's Awakening
  • Remakes of Oracle of Ages & Seasons
  • A Zelda Dungeon Maker and/or a new multiplayer Zelda game
  • A new traditional topdown Zelda game

There are many possibilities here, where for now GREZZO should probably be updating the Chamber Dungeon in Link's Awakening right now and then start working on remakes of the Oracle games. The latter could even be combined with some other ideas, e.g. adding a third Oracle episode starring Farore.

The future of 2D Zelda has never looked more promising than right now!

Sunday, October 27, 2019

Link's Awakening Remake: Rupee Farming

Link cutting grass in Mabe Village. The Rupee counter shows 9999.

Farming Rupees in the remake of Link's Awakening shouldn't really be necessary if you're going for all the side quests. Even the many expensive Chamber Stones in the Town Tool Shop should practically pay for themselves if you keep doing all of Dampé's golden challenges at the end of the game...

Still, if for some reason you need to grind more Rupees or want to hit that 9,999 Rupee limit in the game, then the best way to do this is via the Chamber Dungeon. Inspired by this and similar topics on GameFAQs, I went on to try this myself and got to the maximum amount of Rupees within less than an hour.

You'll need the +Rupees Effect, which requires all 50 Secret Seashells, so you won't able to do this until the end of the game – unless you have saved such a dungeon onto an amiibo. The way how it works is that the more chambers you have inside a dungeon, the more you will get from the +Rupees Effect.

My theory was that this might be tied to the four dungeon tiers (see here), where a dungeon made out of 31 chambers should give you the maximum amount already. After some research this didn't turn out to be the case, but the result was very similar nonetheless. The amount seems to increase 10 Rupees per chamber, but there is a cap at 300 Rupees, which means a dungeon of 30 chambers already gives you the best outcome for the +Rupees Effect.

Now the trick is to build a dungeon, where the entrance and the Nightmare's Lair are very close to each other with one chest for the Nightmare's Key in between. Then you fill the rest of the dungeon up with chambers that don't have any chests or locked doors. If there were more chests, you would need to go get them. And if there were any additional locked doors, you would need to place more chests. And that's why you need to avoid both in order for this to work properly.

Luckily, the Chamber Dungeon offers a ton of featureless chambers, mostly the rooms for the different bosses and mini-bosses. Rooms with stairs are also okay, but you'll need to place another stair somewhere else and you can easily build a Rupee farming dungeon without any stairs at all, which makes it look cleaner.

So, this is my solution, feel free to copy it:

A Chamber Dungeon shaped like a Rupee with a total of 36 chambers. There are only two chambers between the entrance and the bosses, one of them with a chest. The rest of the dungeon doesn't have any chests.

I shaped it like a Rupee, because that seemed rather fitting for the task. It has 36 chambers in total, which is a little bit more than what's needed, but I was going for the looks here.

And as you can see, it takes less than 40 seconds to finish this dungeon. With loading and waiting times we're talking about one minute here for 300 Rupees. You do the math... You can probably build something even more efficient, but it was good enough for me.

There are two chambers between the entrance and the Nightmare's Lair, but that's because I couldn't find a room that gave me both a treasure chest and enough clear space to collect all Rupees. Plus, the chest for the Nightmare Key might end up being in the way of collecting the Rupees...

At first I thought that some narrow space would make it the easiest, e.g. the small tunnel with the winged hearts from the Tail Cave. But then you won't be getting all Rupees, maybe because they are blocked by Rupees that are already in the same spot or because they are falling into the void... They can even fall on objects, like the elephant statues from Level 6.

So, the ideal place for the +Rupees Effect would be a fully blank chamber in the full square size. And as chance would have it, there is actually such a chamber in the game: the Winged Item Chamber, which you can get via amiibo.

The Flying Item Chamber with Rupees all over the floor.

The only disadvantage of that chamber is that the many winged items might block some of the Rupees visually, where you want to collect the ones around the center quickly early on, as I did in the above screenshot. But despite this small flaw, it still seems like the best choice to me nonetheless.

For the following chamber, where you have the only chest, I used the a room from Level 6, which normally contains the Powerful Bracelet, because the room is easy enough to cross and doesn't come with the lengthy "chest spawns from above" animation, because the chest is already there:

A Chamber with two Elephant Statues and an open chest in front of the Nightmare's Lair.

And of course the boss at the end is Moldorm, because he dies quickly in two hits and can be defeated within seconds. All the other bosses will take much longer, except for maybe the Hardhit Beetle, but no other boss dies as fast as Moldorm in this game.

(The 32 optional chambers include all the other bosses and mini-bosses, by the way, with the exception of Blaino and the Dodongo Snakes, because their chambers always have chests in them. But this way this dungeon also serves as a neat, little boss rush. All in one.)

I saved this Chamber Dungeon onto one of my amiibo, so the next time when I'm going to replay the entire game I should be able to get lots of Rupees early on. That way I could easily get enough money for the Bow after the second dungeon, which is nice to have, because the Bow can be very helpful in both the Color Dungeon and the Key Cavern.

You will be getting all the item upgrades, even if you are playing this on a fresh file. If you want to try this yourself, make sure to wear the Red Mail when you clear the dungeon, so that you will also have the Red Mail right away and Moldorm can be defeated quickly via two normal hits of your Koholint Sword. This will make the process as comfortable as possible, even early in the game.

Friday, October 25, 2019

Link's Awakening Remake: Version 1.0.1 Released

Link and Marin at the beach

Nintendo has released the first and hopefully not last update for The Legend of Zelda: Link's Awakening on Nintendo Switch. This patch aims at fixing a critical bug, where Marin might never leave her house, which prevents you from making progress in the game after the third dungeon. This even gets fixed retroactively, if you have an affected save file.

This bug seemed rather rare and it was easy enough to avoid, if you knew about it, because all you had to do is to check if she made it to the weather vane after you got the sword in the beginning of the game. But it's a good thing that this got fixed and we now live in a time where game-breaking bugs can be taken care of easily.

This crosses off one point on our list of update suggestions, where hopefully they will do more in the future with a major update.

Tuesday, October 22, 2019

Chamber Dungeon: Small New Discoveries

Link standing in front of Dampé's Shack after completing the game.

So, I was able to spend a little bit more time with the new Chamber Dungeon feature in the remake of The Legend of Zelda: Link's Awakening on Nintendo Switch, where I was curious about certain things and did some investigating. Nothing out of the ordinary, so don't expect anything major from this post.


Play Chamber Dungeons Directly from Arrangements


Previously I suggested that you should be able to play your Chamber Dungeons right from the "Arrange" menus in my post about how to update the Chamber Dungeon. Turns out this feature is already in the game, but it's a little bit hidden...

After freshly recording your current arrangement in the builder mode, you will be able to directly play your dungeon by selecting the entrance tile. The A button interaction then changes to "Play", where you can head right into adventuring. I wish I knew this during my first two playthroughs, because this is a really useful shortcut that will save you from a lot of navigating the Chamber Dungeon menus when clearing all the challenges. Just arrange your solution and play it.

It still seems a little bit obscure this way and it also has the disadvantage that you can't move your entrance tile any longer after recording. You have to change something else first or delete the entrance... And a simple "Go Adventuring" entry in the arrangement menus certainly would be more visible. After all I didn't even know that this shortcut existed until yesterday.


Chamber Dungeon Tiers


Whenever you arrange a Chamber Dungeon on one of the free slots or save any of your dungeons to an amiibo, they will be named "X of [player name]". The X is different depending on the size of your dungeon, where you have the following levels:

  • 03 – 10 tiles: Shrine
  • 11 – 20 tiles: Cave
  • 21 – 30 tiles: Maze
  • 31 – 64 tiles: Labyrinth

So, the "Labyrinth" tier spans over one half of the size range. These levels can also affect the background music, but there might be other factors for the music.

It's not possible to build a Chamber Dungeon with less than three chambers, by the way, because the Nightmare's Lair requires a key and there are no entrance tiles with chests in them.

(It doesn't seem to have a direct influence on the amount of Rupees that you get from the +Rupees effect (and treasure chests), however. Instead this seems to correlate with the amount of chambers, where per chamber you're bound to get 10 Rupees. There is a cap of 300 Rupees, however, where a dungeon with a total of 30 chambers will give you the best results already.)


Red and Blue Mail Overwrite


When you're playing a dungeon that you got via amiibo, it will update your current inventory to that of the dungeon creator. I wanted to know how the different tunics behave here, which turned out to be as simple as you would expect.

If you're sporting the green tunic, but the creator had either the Red or the Blue Mail while clearing the dungeon, you will get that mail, even if you've already beaten the Color Dungeon and went with the green tunic on purpose.

If you already have the Red or Blue Mail, you will keep that mail, even if it's different from what the dungeon creator has been using. This might put in you at a disadvantage for beating records, however, if you're using the Blue Mail, because the Red Mail can save you quite some time with certain bosses. So, it's best to always use the Red Mail for the Chamber Dungeon.