Did Spirit Tracks fix Phantom Hourglass' flaws?

Here are the flaws I’m talking about.

  1. Repeating the same dungeon over and over. It’s not just the repeating that is annoying, but the sneaking around those Phantoms that is really starting to bug me. I thought I’d heard there is a repeating dungeon in Spirit Tracks…but they made it less annoying? If so, how?

  2. Can you have more than one item on the “hot button” in the corner? In Phantom Hourglass, you can only have one item “equipped” in the upper right hand corner. I seriously could have used at least two up there, so I don’t have to open the menu button to access items every time.

By the way, I just finished the Temple of Ice and I do like Phantom Hourglass, but it does have its annoyances. :slight_smile:

There’s a repeating dungeon in that there’s a central location you go back to. I never finished it, but as far as I got you never literally repeated an area, though. It was more like a hub for a bunch of unrelated mini-dungeons instead of a literal recurring dungeon.

However, ST is the only Zelda game I haven’t been able to finish. The travel is really, really terrible. I liked the travel in Wind Waker and PH and couldn’t stand it, it was really tedious, and sometimes the RNG would make the evil demon trains turn in just the right direction that it’s impossible to not die (at least early on). It’s unbelievably tedious.

The dungeons were okay, though.

ETA: I’m pretty sure ST retains only having one item on hand.