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Topics - HyperRidley

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Mini Games / [Submission] Boss Rush
« on: July 12, 2012, 06:36:25 pm »
Name: Boss Rush

Location: Valley of Death

Description:
This can only be played after completing the main story and completing the treasure within the thief hideouts.  After these goals are met, the player must speak to Seare.  Seare will speak of a “spiritual challenge” that tests Link’s ability to embody the traits of the Goddesses: power, wisdom, and courage.  If Link accepts this challenge, the screen will fade away in a wavy dream-like pattern as the menu for boss rush appears.

There are 3 courses for buss rush: “Miniboss”, “Boss”, and “All”.  Selecting the “Miniboss” option has the player fight the miniboss of each dungeon in order.  Selecting the “Boss” option has the player fight the main bosses in order.  Selecting “All” has the player fight through both the minibosses and main bosses, alternating between them.

The boss' rooms in this mode have the same layout as in the main story but share the same aesthetic of a marble temple with an image of the Triforce on the floor.  The player has all the heart containers he collected throughout the game, but only the items applicable to that fight, with the exception of optional items such as the roc’s cape.  Upon defeating the boss, a portal appears in the center of the room to take Link to his next fight, as well as several jars containing small hearts and/or small magic potions.

A timer on the bottom of the screen tracks how long Link takes to complete his chosen course, and if he is successful, the top 5 completion times are recorded.  In addition, each time record notes how many hits Link took, providing incentive for players to improve their ability at countering boss attacks.  If there are 2 records with the same time, the one with fewer hits will be given the higher spot.

change log:
- clarified room layout in the description

2
Mini-Bosses / [Submission] Dinolfos
« on: June 18, 2012, 11:38:54 pm »
Name: Dinolfos

Appearance: A larger, burlier version of a Lizalfos.  Its skin is a darker shade of green, though most of it is covered in silver armor.  It has a single horn on its head and swapped one of its axes for a large shield.

Location: Earth Temple miniboss

Behavior:
The Dinolfos is much more threatening than its weaker cousin.  Its most basic attack is a 2-hit combo with its axe, dealing 1 HP per hit.  Unlike the Lizalfos’ attack, there is no window of vulnerability between the hits.  His other primary attack is a shield bash which deals 1 HP and pushes Link back a moderate distance.  This can be blocked, but only the damage is negated, not the knockback.

The Dinolfos has 2 “special” attacks.  The first is an unblockable ramming headbutt that carries it across the entire room, only stopping upon hitting Link or a wall.  This deals 2 HP knocks Link aside.  What makes the attack particularly dangerous is that it can adjust its angle of attack mid-charge, preventing Link from simply moving to the side.  Instead, Link has to roll out of the way when the Dinolfos nears him, causing the monster to crash into the wall and leaving him vulnerable for a good length of time.  Alternatively, Link can counter this attack by performing a rolling stab, canceling out the ram and knocking the Dinolfos back.  The attack also has a noticeable startup animation as the Dinolfos snorts and kicks the ground like a bull before charging.

Its other special attack is a mid-ranged fire-breath attack!  This is signaled by the Dinolfos inhaling for nearly a second.  The fire travels in a slightly wavy path and the attack lasts for about 2 seconds.  Being hit by the fire deals 1.5 HP and sets Link on fire.  This will burn the wooden shield.

Finally, like the Lizalfos, the Dinolfos can jump back a short distance, or to the sides.  It will do this whenever it completes an attack or takes damage, though if it is peparing its headbutt attack it will continue.

How to Defeat:
The Dinolfos has 5 HP.  When not attacking it will block all attacks using its shield.  The only way to damage it is to strike during the cooldown of its attacks, but if Link does not act quickly it will jump away to prevent a counter-attack.

Change log:
June 25: Updated ramming and fire-breath attacks.

3
Approved / [Approved] Krackelen
« on: June 13, 2012, 11:14:24 pm »
Name: Krackelen

A monster that rampaged through Lake Hylia, the Zoras were able to confine it to the water temple in order to defend the Sea Cog.

HP: 5

Appearance: A squid-like monster 5x Link’s size with 4 tentacles and a single eye.  It floats at the surface of the water.

Location: Water Temple

Attacks:

Thunder Aura: Krackelen has a natural electrical aura around itself.  Contact with the aura, including striking it with Link’s sword, deals .25 HP and stuns Link momentarily.

Thunder pulse: This is Krackelen’s most common attack.  After a brief pause, Krackelen releases several electric spheres which are magnetized of either polarity (it is random which polarity they receive).  These spheres deal .25 HP on contact in addition stunning Link momentarily, and they bounce around the room at a moderate speed.  They last for 5 seconds.

Spinning Assault: Krackelen spreads its tentacles and proceeds to whirl around like a top.  After “revving up” for 2 seconds, it will charge at a high speed in Link’s direction.  If it misses, it will ricochet off the first wall it contacts, and then the next time it ricochets it will again head straight for Link.  The fourth time it hits a wall, the attack ends.  Contact with Krackelen at any time during the attack deals .5 HP.  The best way to evade the attack is to put as much distance between Link and Krackelen when the attack starts and roll to when the beast charges.

Whirlpool: Krackelen anchors its tentacles into the ground before inhaling, creating a suction effect that covers the entire room!  The effect lasts for 3 seconds.  The only way for Link to avoid this is to keep running away until the move ends, but he will still be slowly pulled towards Krackelen for the duration.  Fortunately, the attack has a noticeable startup animation, giving Link a chance to put some preemptive distance between himself and the boss.  If Link does end up being pulled to the creature, it will deliver a powerful bite that deals .75 HP, knocks Link back rather far, and automatically ends the attack.

Concrete Rain: Krackelen slams a tentacle into the ground, releasing several pieces of rubble from the ceiling that hit the ground 2 seconds later.  Link can tell where the pieces will land thanks to their shadows, but if he doesn’t get out of the way he suffers .75 HP and is knocked down.  The rubble disappears upon hitting the floor.

Tidal Smash: Krackelen roars after a brief delay, sending 4 large waves across the room.  They travel in either a + or x pattern from Krackelen’s body, dealing .25 HP and pushing Link against the wall.  This is primarily a defensive technique to keep Link away, but the large area the waves cover makes it more difficult to dodge Krackelen’s other projectiles.

Battle Flow:

Krackelen is fought in a room filled with shallow water.  At first, Krackelen appears invincible, as it is immune to Link’s ranged weapons and trying to use Link’s sword only damages himself!  In order to win the fight, Link must disable Krackelen’s thunder aura.  He does this by using the magnetic gloves to absorb Krackelen’s electric spheres.  Attracted spheres will gather in front of Link to form a larger sphere, and when Link chooses to repel this sphere it will shoot straight ahead at a high speed.  If this hits Krackelen, its thunder aura will be disabled temporarily, allowing Link to damage the creature.  While the thunder aura is disabled, Krackelen will still attack, but contact with its body will merely push Link aside with no damage.  Making things more challenging is the fact that the amount of spheres Link collects before firing affects the amount of time Krackelen’s thunder aura remains disabled.  If Link only fires off a single sphere, it is doubtful he can deal more than one hit unless he is at close-range when firing.

There are 2 phases to the battle.  In phase 1, Krackelen will slowly move around the room at random, occasionally pausing to attack.  At this time, it has access to its thunder aura, thunder pulse, and spinning assault attacks.  After losing half of its health, Krackelen will head to the center of the room and stay there for the remainder of the battle.  It will no longer perform the spinning assault attack, but it will start to use the whirlpool, concrete rain, and tidal smash attacks!

While Krackelen deals relatively low damage, its threat comes from the fact that it can and will have multiple attacks active simultaneously, and Link will often have to put himself in the line of fire in order to collect spheres to fire back at the boss.

change log:
June 15: Updated "spinning assault" attack
June 23: Rewrote battle flow, added new attacks, updated preexisting attacks.

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