It's been a few too many years to recall what exactly changed - something something Fire, IIRC? - but I was stunned at how much more likeable the JP levelling balance was. (played via GBA Famicom Mini cart, no loadtimes or disk flipping, cf also MetroidBareKnuckleRoo wrote: ↑Wed Sep 25, 2024 5:00 am Yes, but since I can't find the mirror for the life of me (and there's no hints from the townspeople where the damn thing is, I'm sure it's what gets the healing spell since the order of spells in the menu has a nice big gap in the third spot), farming magic only serves to give me uses of Shield, Jump, Fairy, or Fire presently.
Quite literally the only non-town healing I have is fairies. It sucks. I have the downstab, which is nice to have, I dealt with the second palace whose boss absolutely sucks to hit unless you have the downstab, and went into the third palace which is filled with awful enemies that hit hard even with Shield up and Life 7, but fortunately gives the raft early on. Took a ride across the ocean to a land that's make me convinced this is Nintendo branded kusoge. There's now a bunch of enemies that require the Fire spell to obtain. It costs me a whole magic segment to use each time, eating into my supply steadily with the same damn encounters every few steps.
I want anyone who's whined about the encounter rate in Dragon Quest, Final Fantasy, Mother, etc, to eat an absolutely giant bag of dicks. Their random encounters are over with much faster, you actually gain from fighting them, you have way more options to deal with fights, and don't drain your resources to the extent these here do. The random encounters here are, in a word, shit. Friends who've said this game would not be particularly interesting or notable if not for the Zelda branding are correct. Its balancing is fundamentally awful; the Life spell frankly shoulda come where Jump was to make the generally janky melee combat more manageable, but even with it, I've got very high stats and unless I cast Shield every fight things are taking off entire life segments. Checking walls in the first game with bombs or the blue candle may be a bit tedious, but at least you can kill off enemies and then do it without constant interruptions from new enemies.
There's no useful tools to flesh out your moveset that don't eat into your main consumable resource, and the encounter rate on the field makes searching for hidden things on tiles an awful, repetitive chore. I've basically lost any enthusiasm for it. I'll beat it, but not with any particular enjoyment or gusto.
There's considerably worse NES titles on the system but that's not saying much, and they're not generally games from well regarded developers.

I seem to recall you can get a nice glass cannon going in no time flat, just piling everything into Attack. (STR? been a while) Eventually I was playing it as a longform single-sessioner, ala MetaFight.
Loss of NES dungeon palettes was a shame, quite shocking actually, and I missed the NES's field battle BGM. Otherwise though, had a great time with it. Only real complaint was yeah, as SuperDeadite mentioned, it's very unbalanced WRT pits. The endgame's are bar-none the biggest threat to a one-life run, after learning the ropes.
Would be interested to hear what you think of it Roo - I admittedly might just have a tolerance for its assholic qualities.

Hide in the corner glitch? How about I piledrive his ass into the corner instead (`w´メ)
