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NES - Zelda II (Inverting Damage) (Game Genie)
Uploaded by: eggiex1
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NES - Zelda II (Inverting Damage) (Game Genie)
As is the case with most NES games, in Zelda II The Adventure of Link, when an enemy touches the player, the player automatically receives damage. It makes perfect sense that the player would receive damage from enemy weapons, projectiles, and other such attacks, but from mere contact? In this v
ideo, a few Game Genie codes were used to invert this process. Instead of Link taking damage when an enemy touches him, the enemy takes damage instead, giving them a taste of their own medicine, as the cliche goes... Later, Game Genie codes were used to make the game slightly more realistic: no one
takes damage from physical contact, unless it's by a weapon or projectile. Many games these days are made in such a way. These Game Genie codes show that preventing damage on physical contact alone could have been just as awesome. A few enemies would need to attack in different ways (such as the S
limes, a.k.a. Bits and Bots) but it would have certainly been possible for the game to deal damage only by means of enemy weapons, and the game would have been just as entertaining, and perhaps a little more realistic. ;)
Tags for this video: Adventure Damage Game Genie II Inverting Link NES of The Zelda
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Some enemy attacks could be considered "ramming" i.e. the jumping slimes that are 'probably' 'acid'. I'm betting a lot of animations weren't made due to time rushing or space on the cart. I do agree though that a lot of enemies on the NES seemed unfair with the 'damage by harmless contact'. Rev
enge is sweet!
in a sarcastic way im trying to say that it takes the challenge out of the game if you are invincible or kill them by sowrd and no contact
heres another example-go up to a knight hell bent on killing you and run into him, see what happens
Link's become Superman! Look at 'im own
those guys.
The Hopping knights should damage you because they are running with thrusted blade.