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Read the first post. Which do you prefer?
LoZ's strict movements 2 (22.2%)
BSLoZ's more loose approach 7 (77.8%)
Total Votes: 9
Incospicous difference between LoZ and BZLOZ
Topic Started: Nov 15 2007, 01:15 PM (517 Views)
Duke Serkol
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Where'd that Princess go?
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I swear sometimes I'm really taken aback... I've been the webmaster of the BS Zelda Homepage for years now, yet only now I have noticed this.

In the NES game, try making Link walk north (or south) so that half of him connects with a block (or any obstacle) and half doesn't. This will be sufficient to hold Link in place. If the player wants to get past the block, he'll have to manouver around it manually.

Now try doing the same in BS Zelda. The Mascot, upon getting in contact with the block, will automatically manouver around it, de facto changing its horizontal position to squeeze past the obstacle.

This is typical of more advanced games, no arguing that... but then here's the real oddity: it doesn't work if you walk into the obstacle from the side (left or right).
Try it, align yourself so that the mascot's feet will touch the obstacle while its upper half does not. The mascot will be stuck against the obstacle, unable to get past it unless the player adjusts its vertical position.

WTF?

Of course there may be an explanation for this: the upper half of the mascot (or Link) can overlap obstacles (you can have Link stuck his head into them, visually) so, in effect, when you run into an obstacle with his feet, it is really all of the solid part of the sprite that has run into it.
But still, I find that rather odd for so different a behaviour when walking to the side compared to when walking north/south.

At any rate, assuming you could have or not have Link/the mascot walk around obstacles also when their feet alone are in contact with it, which do you prefer? LoZ's strict movements in which the player has to carefully measure each step? Or BSLoZ's more loose approach?

Personally, I think I prefer LoZ's, if anything because I always position myself against blocks in dungeons to stab enemies from safe positions.
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Terra Branford
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Officially retired
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I have noticed this, and while it makes it a little trickier to stab from a distance if you don't get it right... it DOES make it easier to move around the dungeons... which I like. So loose it is! ^_^
I'm officially retired from beta testing, and resign my duties to those who have the time to do it.
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Jumbie
Embarked on a Quest
I prefer how it works in LoZ, for the exact same reason of positioning myself next to a block.
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Duke Serkol
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Where'd that Princess go?
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Update: even walking vertically it sometimes doesn't work.
When? When you walk into a block that (should you align correctly with it) can be moved, that's when!

Crazy stuff...
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2awesome4apossum
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Who's your favorite possum?
LOL! Love the poll. This has actually been one of my biggest rejoicings about the BS versions of the game: the collision detection. I used to talk to someone about it a lot... can't remember who, though...
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KiddoCabbusses
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The overly enthused BS-X nerd.
The collision detection -is- rather strange. I think the changes were made in an assumption that they'd make the game easier.

One thing I noticed is how your sword attacks off-center from the player's sprite - I've abused this many a time by psuedo-"standing" on an enemy in a way that if I attack from the left or right, I'll hit him real good - but he doesn't collide with me. Potentially abusable if you master using it.
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Duke Serkol
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Where'd that Princess go?
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Yeah, me too. That's the ultimate glitch abuse for this game.
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