Is it acceptable for The Legend Of Zelda to rely on outside material like this? I personally have no problem with it.
People often say this game is cryptic and confusing, and repeat the lie that you have to "burn every bush and bomb every wall" to complete the game, but that's simply not true.
The manual lays everything out in plain English, everything from dungeon locations to which walls you can bomb in some places, and comes with a fully illustrated map.
>"But you shouldn't have to rely on outside material to play the game! It doesn't come with a manual when I emulate it!"
That's because you're not playing the game in it's original state, as it was intended. That's your problem. Not the games.
They couldn't add everything they wanted to the game in 1986, so they made a compromise. They put the important information in a manual, and then literally told you on screen, in the game itself:
>PLEASE READ THE MANUAL
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I beat it without a manual, just drawing a map. 2nd quest is bs though
Is this "too cryptic" for you?
Because this is what came with the game in 1986.
No it didn't, that came with the game in the American release in 1987. The Japanese game doesn't include most of the help the American game does.
>The Family Computer Disk System was never released overseas, so The Legend of Zelda came out on a cartridge outside Japan. What about the booklet?
>Miyamoto: Maps were included in North America. The maps included various hints, but to be honest, I thought it would be more enjoyable to play the game without any help.
>It's no fun if you know the solutions to puzzles ahead of time.
>Miyamoto: So we sealed the map, with a message reading "You should only use the map and strategic tips as a last resort."
>Oh, I like that!
>Miyamoto: But everyone breaks the seal. (laughs)
That is the only part of the map that is given in the Japanese manual which is a much smaller section, and no other tips besides the basic descriptions of items and usual manual stuff.
This is what you got when you originally purchased the game.
These are the tools Nintendo wanted you to have.
If you only emulate the game, your experience is incomplete.
What purpose does the bar of foam serve?
it holds the cart in place, fills in the bottom of the box
Can be eaten to restore hearts, but only if you ran out of potions and you're desperate.
>he didn't have the original gold cartridge
NGMI
actually
Required information in the manual is fair. That's what a manual is for. Arguably, the manual *is* part of the game, just as much as the cartridge/disc. If a strategy guide that you buy separately is required just to beat the game, then that's indicative of bad game design.
Physical manuals were great. They allowed for more complex games and often added to the experience and immersion. New games need to be hyper-simplified and/or loaded with boring, hand-holdy, immersion-breaking tutorials because games no longer come with manuals. Physical manuals will probably never be a thing again because
> devs are too lazy to make them
> publishers are to cheap to print them
> everything is digital
> most consooooomers are too brain dead to read them
And also for environmental "save the trees" reasons.
Yes and also instruction manuals are racist and cisnormative while perpetuating colonialism by requiring that the user has a semi-functioning brain. Very problematic
>instruction manuals are racist and cisnormative
It took me a minute to realize that you weren't my 8th grade spanish teacher.
I get that you're trying to fit in, but please, shut the frick up. We get it, SJWs are a thing.
kys
Honestly, I used to like manuals for PC games because it was something to do while the game installed, but I've always disliked them for console games, especially for adventure/rpg games.
I'd much rather be playing the freaking game than looking for stuff in a manual, and if the manual gives in-universe info (as opposed to just explaining how to play), how the hell is my character supposed to know those things?
>manuals for PC games
They give you crucial info about the installation process, the complex controls, and how the game's mechanics works.
>manuals for console games
Unneeded information about a mindless tendie game 7 year olds could figure out in the matter of seconds.
>everything from dungeon locations to which walls you can bomb in some places, and comes with a fully illustrated map.
there's a walkthrough up to entering level 3. the map also leaves some squares blank and leaves out details in other spots
it does include hints for the other triforce dungeons but they're vague at best
> They put the important information in a manual, and then literally told you on screen, in the game itself:
this is basically it. it was way more efficient to put text and diagrams in a paper booklet than to have some poor code monkey implement it on a nintendo cartridge. if you look at something like ocarina of time, navi serves the same role as the booklet, but OoT has magnitudes more text than LoZ so they could naturally fit it in-game.
It is unacceptable because each region would have a different version of the manual. So some may be helpful, some not. It's too inconsistent and saying just look in the manual is a cop out.
It depends on the intention behind it. Sometimes it can make a game feel more immersive, like it's not just happening inside the game. Other times it can take you out of the game if you constantly have to rely on it. Ideally, manuals should be used to inform the player without ruining the immersion with tutorials or an overabundance of tips. The problem is that these tips could've been more immersive in the base game with npcs actually giving useful advice instead of nonsense like they do. If a maps going to explain everything to you, it should have history behind it. Who made it? How did they know this?