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For many generations, the Hero has faced the Demon King, who has used countless resources to strengthen his power. At some point, a tribe of sorcerers corrupted by darkness, forged a weapon called “The Trident of Power”. Even still, the bravery of the Hero was always great, and the Demon King was defeated and sealed in the Dark World, a parallel dimension. However, the Trident remained... The ancient Seven Sages, in a mortal attempt to destroy the weapon, only managed to shatter it into 7 pieces. These were given to the strongest races of the continent.


Hyrule and Tylistem, are two kingdoms that have coexisted in peace for centuries, but this harmony will be disturbed by a group of people who, from the shadows, have created a meticulous plan... They believe that it will lead into a world changing revolution.


An adventure made 100% by and for fans!
Live through a dark history about war, treason and great desires that will put at risk the peace of an entire continent.

30+ hours of exploration and adventure!
Lots of secrets, sidequests and many minigames await you in the enormous kingdoms of Tylistem and Hyrule.

Classic action system of 16 Bit videogames!
See epic battles and diverse mechanics using the classic system of an authentic 2D Zelda game.





-Action RPG
Fully functional battle system based on sword, shield and a large number of secondary weapons. Complemented with a wide range of enemies with different AI that when defeated will drop certain items.

- Hearts, Rupees and Magic System:
Being as faithful as possible to the general concept that the official games of this franchise has, I programmed the following: a life system based on hearts, a money system based on rupees (which the maximum you can carry depends on the wallets you've collected), and a magic system needed to use on more than one secondary weapon.

-Custom Key System:
Thanks to DynRpg plugins, the game has the ability to use any key at will. Keys like "A", "S", "D", "Alt", will be useful in this game to make the comfort of playing as complete as possible.

- Data storage system:
This game has a custom entry in which you can choose a name for each game file thanks to a fully customized system. In addition to this, when you start the game, you can see in each game file the progress you've made. You can compare between the two available game files!

- Personalized Menu:
A fully customized system in which you can observe your equipment, your secondary weapons, save your adventure and use a system of options that will allow you to configure aspects of the game to make your experience as pleasant as possible.

-System of Shops:
Customized system to obtain all kinds of objects in the game. All based on the system of rupees.

-Bank System:
System to keep your money in a bank. You can deposit and withdraw money from it.












-The game will try to be as linear as possible, delivering a varied range of sidequests, as well as offering different choices to the main story line. These include points where you can choose which dungeon to explore first, and other choices that will have further consequences.

-You don't need to have the RTP installed in order to play.

-The game's soundtrack consists of mostly MP3 files, making the complete download file large in size.

-The game uses a save system based on checkpoints. You can save at any time, but you keep in mind that you will return to the last checkpoint you activated.

-Needless to say, this is a fangame, not for profit, but with the respective credits to the creators of the original idea.

-This game uses DynRPG plugins.



>>Webpage<<
https://pezetagames.github.io/ZeldaToP

>>Trailer<<
https://https://youtu.be/W2lfOLPUKHw

>>Discord Server<<
https://https://discord.gg/trPzmEQ




Latest Blog

Version 2.07 update

Version 2.07 update.

Posts

Try extracting again the file RPG_RT.exe (inside the Data folder). And run the game from the same RPG_RT.exe
author=Pizus
author=Regalia776
Every time I try to open the game, I just get an error message and I feel it has to do with the Spanish accented letters in the file names, but I'm not sure. Any advice?
Ohhh, exactly, possibly at the moment of extracting the files of the .rar all the words with "accent" were changed.

Try to change your region settings and extract the files again. If you check the game files (Data folder), no name should have Japanese symbols xD

Changed it to German (my native language). Still getting the error, only the file name displayed has changed. I guess I will have to change it to something Spanish then, right? I don't know if this will be a common error, but I think it might be something worth looking into if more people were to experience this.

EDIT: Actually, turns out the file is correctly named in the folder, so it's not WinRar's fault. It seems the game cannot use the accents when trying to load the game.


author=Regalia776
Every time I try to open the game, I just get an error message and I feel it has to do with the Spanish accented letters in the file names, but I'm not sure. Any advice?

Ohhh, exactly, possibly at the moment of extracting the files of the .rar all the words with "accent" were changed.

Try to change your region settings and extract the files again. If you check the game files (Data folder), no name should have Japanese symbols xD
Every time I try to open the game, I just get an error message and I feel it has to do with the Spanish accented letters in the file names, but I'm not sure. Any advice?

author=Gretgor
Mind Industry impressions:

Positive:
- The atmosphere and style are awesome.
- Once you get the hammer, exploring the rest of the dungeon becomes very satisfying.
- Interesting dungeon mechanics and puzzles.

Negative:
- The back-and-forth action in this dungeon, where you have to constantly backtrack to the power source rooms to turn the power on and off gets old quick.
- The teleporter maze is a slog because the teleporting animation is too long winded.
- I eventually realized that, up to this point in the game, no enemies make a conscious effort to aim at you when shooting their projectiles. This makes them way too stupid to ever pose a credible threat.
- Okay, this is probably a coincidence, but one of the passwords is 1488. This is just a coincidence, right? Please tell me it's a coincidence.

Overall:
I think it's a good dungeon. It's got its problems (cited above) but overall it was interesting and engaging.


Thank you very much for your impressions. And yes, the password is just a coincidence, in fact, the password is random. It's different in every game state.
Gretgor
Having gotten my first 4/5, I must now work hard to obtain... my second 4/5.
3420
Mind Industry impressions:

Positive:
- The atmosphere and style are awesome.
- Once you get the hammer, exploring the rest of the dungeon becomes very satisfying.
- Interesting dungeon mechanics and puzzles.

Negative:
- The back-and-forth action in this dungeon, where you have to constantly backtrack to the power source rooms to turn the power on and off gets old quick.
- The teleporter maze is a slog because the teleporting animation is too long winded.
- I eventually realized that, up to this point in the game, no enemies make a conscious effort to aim at you when shooting their projectiles. This makes them way too stupid to ever pose a credible threat.
- Okay, this is probably a coincidence, but one of the passwords is 1488. This is just a coincidence, right? Please tell me it's a coincidence.

Overall:
I think it's a good dungeon. It's got its problems (cited above) but overall it was interesting and engaging.
author=Gretgor
New updates:

Positive:
- Exploration becomes a lot more fun and rewarding in the late game, when you have most key items unlocked. I managed to finish my collection of Kai Order scrolls, yeah!
- Optional bosses still quite cool, requiring you to learn their patterns to get through them.

Negative:
- The hit detection makes the spin attack very unreliable.
- The boss in Spiritual Paranoia was rather easy. I mean, Raith's battle was a tough act to follow, but still.


Exploration is one of the strongest points of the game. You must dedicate many hours to find all the secrets of the game.

Well, in a way, I intentionally made the battles against the commanders more challenging, hehe.

With respect to the Spin Attack, it was improved in the last version of the game. You can download it from the website and then copy and paste all the save files (they are inside the Data folder, there are a lot of files so be careful with it!) https://pezetagames.github.io/ZeldaToP/download.html
Gretgor
Having gotten my first 4/5, I must now work hard to obtain... my second 4/5.
3420
New updates:

Positive:
- Exploration becomes a lot more fun and rewarding in the late game, when you have most key items unlocked. I managed to finish my collection of Kai Order scrolls, yeah!
- Optional bosses still quite cool, requiring you to learn their patterns to get through them.

Negative:
- The hit detection makes the spin attack very unreliable.
- The boss in Spiritual Paranoia was rather easy. I mean, Raith's battle was a tough act to follow, but still.
You are absolutely right. Thanks for the report, I will add a statue to the right to be added to the next update.

You are already very advanced, succeed with the rest of the game and I will be looking forward to continue reading your comments! :D
Gretgor
Having gotten my first 4/5, I must now work hard to obtain... my second 4/5.
3420
Double post again, but I thought you'd like to know that it is possible to get softlocked in the spirit temple. I have no idea how I did it, but I eventually crossed a point of no return and, apparently, I used a key in the wrong place or something because now I just can't move on at all. I might need to save and quit, but I really don't want to, because that's not how it's supposed to go.

I can't even backtrack to the entrance because I apparently hit a hookshot wall that I shouldn't have or something because now I can't find a way back.

The theming of the dungeon is awesome, though. And I was having a good time exploring it and stuff before I got stuck! It's just really frustrating that this happened.

EDIT: Saving the game and being sent back to the entrance has done the trick. It turns out I needed to get one more key, but there's a point of no return that made it impossible for me to get it.

This is the point of no return:



If you get to this point without at least one key, you're stuck. There is no statue or wall target on the right to return to.
Gretgor
Having gotten my first 4/5, I must now work hard to obtain... my second 4/5.
3420
Quick update (in spoiler tags for obvious reasons)


- It's super cool that we also get to explore Hyrule later into the game! :D
- I've just reached the Master Sword in Hyrule. The cutscene density is starting to try my patience a little bit.
- You don't get healed before the battle with Raith, and the battle is damn near impossible with only 3 hearts. It doesn't help that you have to sit through a cutscene whenever you die in it.
author=BlueOctober
I'm really confused as to where I'm supposed to be going. I got the boomerang, bombs, etc... I know I'm supposed to be looking for the first 2 trident pieces but it seems like I'm running in circles...


You must return to the desert or go to the East Swamp (the order is up to you).

For the desert, you must return to one of the caves you have already visited. In one of them you will be able to open a passage with the bombs that will take you to another section of the desert.

For the swamp, you must go to the East of Tylistem City. There you will also have to go through the caves until you reach the swamp.

If you have many doubts, there are "let's plays" of the game in both youtube and Twitch. Just search as "Zelda Trident of Power".
I'm really confused as to where I'm supposed to be going. I got the boomerang, bombs, etc... I know I'm supposed to be looking for the first 2 trident pieces but it seems like I'm running in circles...
author=Gretgor
The ice palace boss is kickass! How did you manage to cram so many different attack patterns into RPG Maker like that? That was epic.


With an advanced use of variables many things can be done. Keep moving forward because even more epic battles await you!
Gretgor
Having gotten my first 4/5, I must now work hard to obtain... my second 4/5.
3420
The ice palace boss is kickass! How did you manage to cram so many different attack patterns into RPG Maker like that? That was epic.
author=Gretgor
Sorry for the double post, but I wanted to give a quick update of my experience.

The moblin dungeon was pretty great as well! I like the way it develops, and has its own "mini-story" within.

Also,

the stealth sequence that comes after it, where you play as Irma and Miya, is pretty nice too! The climb to snowpeak was fun as well, but the density of cutscenes once we get to the city was a bit boring. I mean, the story itself is good, I just wish the cutscenes were shorter. Maybe less prolixious dialog and faster text animations would already go a long way.

I do love the angry magical elf girl, though. I love how sassy and salty she is once we beat her.



It is true, the arc of the North becomes a little slow, because a complete Lore develops around the elves and how that connects to the main story. Irma's development is also important here too. But yes, unfortunately the stay in Sirion is long and with long scenes.

I am so glad you are enjoying the game! The dungeons are one of the high points of the game so I hope you will continue to enjoy it :)

Gretgor
Having gotten my first 4/5, I must now work hard to obtain... my second 4/5.
3420
Sorry for the double post, but I wanted to give a quick update of my experience.

The moblin dungeon was pretty great as well! I like the way it develops, and has its own "mini-story" within.

Also,

the stealth sequence that comes after it, where you play as Irma and Miya, is pretty nice too! The climb to snowpeak was fun as well, but the density of cutscenes once we get to the city was a bit boring. I mean, the story itself is good, I just wish the cutscenes were shorter. Maybe less prolixious dialog and faster text animations would already go a long way.

I do love the angry magical elf girl, though. I love how sassy and salty she is once we beat her.

Gretgor
Having gotten my first 4/5, I must now work hard to obtain... my second 4/5.
3420
The nature of action-adventure games is that you can eventually learn enemy patterns and survive them even when they can kill you with one hit, and I eventually beat that big dragon right after leaving the desert and before getting to the big city. I felt like a badass.

EDIT: just finished the first dungeon, and it was AWESOME. Interesting to navigate, enjoyable to explore, and it drew me right in. I was immersed AF.
author=Gretgor
Alright, so, after having played for a while, here's my feedback.

I think the game overall is quite competent and well made, with some flaws that annoyed me a bit. All in all, though, I quite like it!

Positive:
- The atmosphere is competent, it really conveys that Zelda feel.
- The ABS is quite well made too. It has its problems, but I'm impressed by the effort that went into it.
- Exploration is good, I like that there's optional stuff to obtain around the map, like in Zelda.
- Decent design for dungeons and exploration areas.
- There are some large monsters, instead of only monsters that fit the 16x16 space, indicating quite a lot of work went into the combat.
- Bosses are a blast for the most part.

Negative:
- I hate that climbing ladders takes you out of battle mode.
- Hit detection is rather finicky here and there, like sometimes the enemies will go right through my attacks. Is the hit detection pixel based or tile based?
- Combat only really clicked with me after I obtained the boomerang. Before that, it was a bit annoying. Not bad, but annoying. Having to land in a very specific tile to hit enemies is a bit of a chore.
- There's no reason a handful of atmosphere pictures should lag the game this much. How exactly are they being called into the game?
- Story is a bit cliché. Main character with a very specific form of amnesia (i.e. only remembers stuff that it's convenient to the plot that he remembers), evil empire, main character with a secret superpower, and so on. I wouldn't call it bad, but it's definitely a bit cliché.
- Getting sniped by an enemy while being teleported out of a hole may kill you. Why doesn't the game just pause in those situations?
- Lack of telegraphing for certain attacks made certain deaths feel cheap. It's not needed for all attacks, but at least for strong ones that can kill you in one hit. That one optional dragon boss took me longer than I wanted because of that.

My thoughts:
This game shows a quite admirable level of effort and competence. It brings the Zelda feel across very well, and the combat is well made for the most part. There are some annoying problems here and there, like the lag, the occasionally wonky hit detection, the getting out of combat stance when you climb ladders, but overall it's pretty good. I like that the map rewards exploration, and that sometimes the things we find while exploring can catch us off-guard.

Given the amount of effort and talent on display here, I can't help but wonder why the author chose to make a Zelda fangame instead of working on their own thing. If a fangame starts gaining too much traction, Nintendo is gonna stomp on it anyway, so why not just use the exact same systems that are already in place and turn the game into its own thing instead? Just a thought.


Thank you very much for your comments. Let's see:
1) Unfortunately I did the ATB based on Tiles' collision. When the game was already very advanced I learned well to handle the images coordinates. My learning was increasing as I developed the game and due to the length of the game, redoing the battle system would have taken too much time (because of all the maps I had to modify). I'm sorry, I'm aware that one of the lowest points of the game is the ATB, but as the game advances, more and more epic bosses and enemies are appearing hahaha, at least that compensates it a little (or so I think xD)

2) Possibly in the hole in question I forgot to disable the damage engine. I would have to check it. Regarding the big dragon: well, that enemy is not meant to be defeated at the beginning of the game. The idea is that one sees it and when dying in front of it one says: well, I'll come back later.


3) The story and all the characters are a huge cliché, I won't deny it. But I like to believe that it can be tolerated due to the charisma of many characters. The amnesia thing, it's true, there are many things that narratively are somewhat forced. This project will serve to improve my narrative ability to tell a story. In a next project I will try much harder!

4) When I started this project, I was very involved in the ZC Classic community. In love with the dungeons I saw in that community, I tried to do the same in RPG Maker. As time went by, the project got bigger and bigger. Many times I thought about transforming it into an original game, but I decided to continue with the fangame. Anyway I think I was not wrong, since the fact of being a Zelda made the game known in that community. Many Zelda ToP players are Zelda fans, not from the Rpg Maker scene.

5) Anyway, it is possible that in the future I will remake the game by removing all the elements of Zelda. Changed or improved the ATB and other elements. Who knows, only time will tell.

PS: Thanks a lot for playing! I hope you keep on playing the game, I promise it will get better and better!

PS2: I'm sorry about my English, it's very basic. My native language is Spanish and I have to support on a translator. Greetings!
Gretgor
Having gotten my first 4/5, I must now work hard to obtain... my second 4/5.
3420
Alright, so, after having played for a while, here's my feedback.

I think the game overall is quite competent and well made, with some flaws that annoyed me a bit. All in all, though, I quite like it!

Positive:
- The atmosphere is competent, it really conveys that Zelda feel.
- The ABS is quite well made too. It has its problems, but I'm impressed by the effort that went into it.
- Exploration is good, I like that there's optional stuff to obtain around the map, like in Zelda.
- Decent design for dungeons and exploration areas.
- There are some large monsters, instead of only monsters that fit the 16x16 space, indicating quite a lot of work went into the combat.
- Bosses are a blast for the most part.

Negative:
- I hate that climbing ladders takes you out of battle mode.
- Hit detection is rather finicky here and there, like sometimes the enemies will go right through my attacks. Is the hit detection pixel based or tile based?
- Combat only really clicked with me after I obtained the boomerang. Before that, it was a bit annoying. Not bad, but annoying. Having to land in a very specific tile to hit enemies is a bit of a chore.
- There's no reason a handful of atmosphere pictures should lag the game this much. How exactly are they being called into the game?
- Story is a bit cliché. Main character with a very specific form of amnesia (i.e. only remembers stuff that it's convenient to the plot that he remembers), evil empire, main character with a secret superpower, and so on. I wouldn't call it bad, but it's definitely a bit cliché.
- Getting sniped by an enemy while being teleported out of a hole may kill you. Why doesn't the game just pause in those situations?
- Lack of telegraphing for certain attacks made certain deaths feel cheap. It's not needed for all attacks, but at least for strong ones that can kill you in one hit. That one optional dragon boss took me longer than I wanted because of that.

My thoughts:
This game shows a quite admirable level of effort and competence. It brings the Zelda feel across very well, and the combat is well made for the most part. There are some annoying problems here and there, like the lag, the occasionally wonky hit detection, the getting out of combat stance when you climb ladders, but overall it's pretty good. I like that the map rewards exploration, and that sometimes the things we find while exploring can catch us off-guard.

Given the amount of effort and talent on display here, I can't help but wonder why the author chose to make a Zelda fangame instead of working on their own thing. If a fangame starts gaining too much traction, Nintendo is gonna stomp on it anyway, so why not just use the exact same systems that are already in place and turn the game into its own thing instead? Just a thought.