Amiga 500 Longplay [105] Robin Hood: Legend Quest


Played by: Ironclaw Subscribe:
Twitter:   / ironclawftw   Game release year: 1992 Ran this game on a stock A500 as more speed makes it move too fast. The A500 speed made it run slow at some times, and very fast at others, and never good frame rate. That's just how the game was made. It's even slower on the Atari ST. I think I found all treasures, secrets, and got max possible score. Credit has to go to BagOfMagicFood as I mainly followed his Atari ST longplay. Most of the secrets I saw in the NES version is in the Amiga/Atari ST version, but some has been left out due to the difference in screen size and level design, I guess. Jumping into the gargoyle at 05:27 opens the bottom left wall of the room you start in. Entering that opening teleports the player to this room: 17:21. The part at 09:12 where the enemy stands has a trigger in the NES version, but in the Amiga version we can't jump that high, so couldn't get up there, so might not be a trigger there, but couldn't check. The rolling balls can be jumped on, and there is one to the right of this place, but it doesn't go this way (tried to hit it and stuff so it might change direction, nothing worked). Was thinking of jumping on the ball to get intro the trigger place. I find it weird that there's no sound for when landing, but there is for jumping, and the jump sound sounds like a landing sound. Cropped the game to 320x200, as that's the size most of the game is in, except the bottom part of the intro credits. 00:00 - Intro (awesome music!) 01:51 - Game start 30:52 - Rescuing the bitch and wins the game --------------------------- I'm copying/pasting most of BagOfMagicFood's video description for his Atari ST longplay, as it has some good info, and I'm too lazy to pick it apart and only include the more important stuff: -*- Uh, yeah, you heard of this game, right? The game that was called Super Robin Hood on the Nintendo Entertainment System, except it was totally different from the original Super Robin Hood, and so it was renamed Robin Hood Legend Quest on all these other computers, except it was called The Amazing Adventures of Robin Hood on the ZX Spectrum title screen. So these 16-bit versions got a total graphics update, and in some ways they're easier, but in other ways they're harder. You can control Robin Hood while he jumps, but his jumping is still stiff and floaty. Robin loads arrows instantly, but you're still forced to wait until your last arrow has vanished before firing another. The bats only move in circles rather than bouncing around the whole room, and they don't come back after you kill them. The archers all fire at chest level, so their arrows can all be ducked, except when you have to jump down to one from above. That's a major problem with increasing the size of all the graphics, as in the Commodore 64 version of Super Robin Hood, because you can't see things from as far away, and shots from a distance can catch you off guard. The dwarves... trolls... Moblins?... are bigger, and corridors are now relatively smaller, which means it's almost impossible to jump them with those low ceilings, and you can really embarrass yourself setting up the opportunity to make such a jump only to end up scraping the corner of the midget because your timing was just a little bit off. What really evens out the challenge here is that you're now awarded a free extra life every five thousand points or so. Therefore, some of these issues are why I was able to pull off this no-death run once without using the "pugwash" cheat, but a no-damage run is still out of my reach. I didn't get hit in most of the places I expected to, anyway! Every port of Robin Hood: Legend Quest left out a few of the secret passage triggers, mainly because the screen size differed from NES and the passages no longer made sense with the new layouts. There's one in this version that COULD exist, but it's in a corner over a ledge that Robin Hood can no longer quite jump onto. If you do find a way to reach a secret that I missed, then that would allow for a higher final score, as these versions of the game actually acknowledge finding secrets and award points for them! That's why I touched the third secret--inside the corner gargoyle--even though it did nothing for me, so that I would get the points. If you want to know what it does, try running back to the very beginning of the game after activating it. -*- - Disclaimer: Most videos by World of Longplays use SaveStates!

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