At the very least, however, one is not lost in a midst of maze like corridors that all resemble each other without any sense of where to go.Īgain exactly like Zelda II, some of these aforementioned spots on the world map that can be entered will not appear plainly but will only reveal themselves upon approaching them. Even less so as far as the dungeons are concerned because it does not indicate how each area connects with the other, surrounding ones. Beyond that, though, the map is no more detailed than the first Zelda's. The map screen then completes itself with greyed out squares for rooms that have not been entered yet. A most basic one that initially fills itself automatically with squares until, inside dungeons at least, the player finds a map. Whereas in Zelda II such places could, and would, often be very hard to navigate for lack of a map, Elliot Quest has the good taste to at least give the player a map on the menu screen. A side-scrolling adventure RPG at heart, Elliot Quest, very much like Zelda II before it, presents its wide world from a bird's-eye view on the outside, and from a side-scrolling perspective when entering forests, caves, dungeons and villages alike.
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