|Why do you need to tell me your name every day Vohnkar?|
Fighting is a little awkward at first. Willow seems unfamiliar with all swords at first, which causes him to swing slowly. As more enemies are defeated the sword strikes become faster. Luckily the training time for new swords isn't all that long, but it still seems like an area where realism is creeping over enjoying the game. There are two attacks: a thrust that occurs when pressing a direction and attacking, and a stationary attack that swings the sword in a wide arc. This is definitely a nice feature, but would be better on a system with more than one button to attack.
|Willow's magical floating sword (not real magic)|
|The coolest spell so far, too bad MP is rather limited ('real' magic)|
Once the boss here is defeated--after some game overs--I head back to the entire village thanking Willow. Well here now is a first, a game that acknowledges accomplishments by changing NPC dialogue. I must note this to compare against Ys when I get to that in a few games. Dragon Warrior may also do this, but I'm unsure to what effect as my memory is a bit fuzzy on that game's particulars. This technique is used many other games, and I'm more surprised when completed quests pass without a nod from those I've just saved.
|Scene change for boss fights (First boss: Bogarda)|
Not long after this we run across two of the supporting characters from the movie; up until now the only clue this was based on the movie were the Nelwyns, and back story with Bavmorda and Fin Raziel. The comedy relief brownies make an appearance here, and request that Willow steal the Crystal Ball of Life from an aging dragon. Not being into dragon slaying, and the dragon not into fighting (nor inclined to part with his treasure), Willow instead receives a bracelet dropped by previous thieves. There's no description for the bracelet, and unsure what to do next, I head back out of the cave.
|Let's be friends!|
|Well, it's the thought that counts|
In the game we meet him on the side of the road sitting down handcuffed. I can only imagine that he's shackled to the ground as well because he's made no effort to move; stranger still, the key to unlock him is stashed in a chest nearby instead of on the person who bound him. After releasing him, he mentions his gratitude, hands over a cheap necklace, and leaves. We seem him make another appearance in a nearby inn where he tells Willow of the wakka seed that allows someone to breath underwater, helpful for the next area where the path is flooded.
Nearby, I found a strange sword that had double the attack strength of my current weapon, but it wouldn't hit anything. At first I thought my swings were just too slow, and I wasn't landing any blows. After some time I switched back and wondered if it was cursed; maybe I needed to unlock the ability to use it. Forgetting the sword for time being, I searched for Kchil of the Nail Clan whose supposed to have wakka seeds; however, he's moved on from his position at the bridge.
|We would have met again sooner if you hadn't moved|
|Maybe I should keep trying anyway to see what else you turn into|
The cave system here twists and turns once again, and I got fairly lost on where to go next. Some good came out of this though, as I thought about the enemies I couldn't hit, and the sword that couldn't hit any normal enemy. Trying the sword out on these previously invincible enemies proved the right thing to do, and I could finally take revenge on the wizards that continuously turn Willow into a pig.
That's right, unlike Zelda, many game companies didn't want to risk the expense of battery backup, so they relied on password systems to restore progress. This means I don't need to fear losing my save, but it does mean I need to write these down correctly. Back in the day, I know I'd look at a password and not know if something were an I, an l, an i, or a 1, not to mention O and 0. Today, I'm recording the game, so there's no fear in losing the password, but I still might find trouble entering it back in. Passwords were great for things like continuing an adventure on someone else's cartridge, or sharing a game while being able to pick up the game where you left off without change; however, I don't know anyone that prefers them over battery backed up saving.
Many of the batteries are still going strong today, over 20 years later. I've suffered my share of lost games, but sometimes keeping the game in the system will charge the battery enough to keep saves intact. Hopefully this method continues to work for me in the case of any games with a faulty battery. I know it's possible to replace them, but I don't have any desire to mess with the internal workings of these magical devices.
|In case anyone wants to play along|