Game Corner [Zelda Month]: The Legend of Zelda: Oracle of Ages / Oracle of Seasons (Nintendo Switch)


On 21 February 1986, The Legend of Zelda (Nintendo EAD, 1986) was first released in Japan. The creation of legendary game designer Shigeru Miyamoto and Takashi Tezuka, The Legend of Zelda launched one of Nintendo’s most popular franchises. This year, I’m dedicating every Wednesday to Nintendo’s most famous silent protagonist, Link and his vast and enduring fantasy world of sword and sorcery.


Released: 27 July 2023
Originally Released: 27 February 2001
Developer: Nintendo
Original Developer: Flagship
Also Available For: Game Boy Color, Nintendo 3DS (Virtual Console)

The Background:
My very first introduction to the Legend of Zelda series (Nintendo EAD/Various, 1986) was The Legend of Zelda: Link’s Awakening (ibid, 1993) on the original Game Boy, which began life as an unsanctioned side project of programmer Kazuaki Morita and became a critically acclaimed best-seller for the system, a success that Nintendo duplicated with its Game Boy Color upgrade in 1998. Link’s Awakening was followed by two relatively obscure and hard to come by Zelda titles that initially came from Yoshiki Okamoto’s desire to remake the original game for the Game Boy Color. Zelda creator Shigeru Miyamoto suggested making a trilogy of interconnected games that would directly communicate with each other through the use of shared assets and passwords, but the logistical challenge of this forced the developers to scale the project down to two games. The technical limitations of the Game Boy Color also caused the developers significant issues, but they were bought more time to refine the concept when the release of the Game Boy Advance was pushed back, giving them that chance to incorporate elements from the 3D Zelda titles. The games sold over 3.96 million copies, making them a commercial success, and they were met with rave reviews that praised their visuals and the replay value offered by the password system. However, many gamers (like myself) were unable to legitimately play the games for an affordable price for some seventeen years, when they were finally added to the Nintendo 3DS Virtual Console, but a whole new generation of gamers were able to experience these often-forgotten games when they were added to the Nintendo Switch Online service in 2023.

The Plot:
In Oracle of Ages, Link finds himself in Labrynna and charged with rescuing Nayru, the Oracle of Ages, from the evil clutches of Veran by travelling through time to collect the eight Essences of Time. In Oracle of Seasons, Link must rescue Din, the Oracle of Seasons, from the evil Onox, questing for the eight Essences of Nature and battling wild elements. Defeating these evil forces brings Link into a final confrontation with Twinrova, who wish to sacrifice Princess Zelda to resurrect the dark lord Ganon!

Gameplay: 
If you’ve played the original Link’s Awakening, or any of the top-down Zelda titles, then the Oracles games will be immediately familiar to you. You’re given three save slots, the ability to rename your character, and dropped into one of two fantasy worlds, Labrynna or Holodrum, and tasked with questing to retrieve eight mystical items to rescue each game’s Oracle and restore the lands from evil. Since these were Game Boy Color titles, the Oracles games operate on a very simple two-button setup; players can enter the inventory menu by pressing ‘Start’ and equip two items, one to A and one to B, to use to defeat enemies, solve puzzles, and open new paths. Primarily, this will be your sword and shield; Link can attack in four directions or charge up his trademark Spin Attack to attack in a circle and can defend himself from incoming attacks by holding down the shield button. As you progress through both games, you’ll acquire these weapons, and other items either by finding them in one of the dungeons, buying them from one of the many shops, or being gifted them by a friendly non-playable character (NPC). Initially, you can’t access anything, not even the pause menu, and you later must equip two specific items in conjunction to get past obstacles, such as using the Pegasus Seeds and Roc’s Feather to clear longer gaps. 

Link must channel the seasons and time itself to save these chaotic lands.

Link’s journey takes him all over each land and both are filled with enemies and hazards; some are easily overcome with your basic sword, others require more tactical use of your weapons (such as directing the Magical Boomerang to hit switches or dropping bombs to blow open cracks in walls), and it’s worth attacking most enemies, cutting grass, and digging up dirt to unearth hearts, Rupees, and ammo to keep yourself well stocked. Link begins with three hearts (or four, it seems, in a “Linked Game”) and can replenish them with hearts or extend his life bar by finding Heart Containers, but you’ll need Rupees and Ore Chunks to purchase items from shops. All of this is very familiar to any Zelda fan, exposing hidden paths and even switching to a sidescroller perspective in certain areas, but there are a couple of gimmicks that make each game stand out. First, each game contains two overworld maps; in Oracle of Ages, you’ll travel hundreds of years into the past and in Oracle of Seasons you’ll travel back and forth to the underground realm of Subrosia. Travelling to the past alters the landscape somewhat, allowing you to access new areas by warping to dead ends in one era, and changing events in the past will affect the future as well. In addition, Link’s swimming abilities are greatly expanded upon in Ages; you’ll get to dive deep underwater and explore coral-filled areas to progress, and not just in the overworld, where you’ll visit Zora’s Domain, but in dungeons, too. In comparison, Subrosia is a more fragmented landscape; here, you’ll find your way blocked by rivers of magma, the environment beset by exploding volcanos, and inhabited by cloaked, dwarf-like people obsessed with ore and mining. Subrosia is also home to the Temple of Seasons, which you gain additional access to as you conquer dungeons and acquire new gear, which in turn powers up the Rod of Seasons and allows you to change the seasons in Holodrum. 

In addition to underwater and sidescrolling sections, Link has animal friends to help him out.

You’ll find tree stumps all around Holodrum and, from these, you can wield the Rod of Seasons to cycle between spring, summer, autumn, and winter, with each season altering the landscape in some way. Winter sees snow pile up, for example creating higher paths and snow piles that need digging up; autumn sees mushrooms bloom, allowing you to pick them up to access new paths, spring activates flowers that boost you to higher levels, and summer sees climbable vines appear on the overworld. You’ll often need to switch seasons regularly to access different areas and then backtrack to reach a new path, and the seasons change sporadically as you explore, creating new obstacles and requiring you to switch weapons. Eventually, Link also gains the ability to fast travel around the map with Warp Seeds, to swim and dive in water, and to call an animal companion to help get past specific obstacles, though you won’t be using magic in either game. In Ages, time travel is initially quite limited as you need to use the Harp of Ages at specific points, but eventually you gain the ability to freely travel back and forth through time to solve puzzles, complete fetch quests, and access new dungeons and regions. Almost every task in Ages is some kind of convoluted puzzle or fetch quest requiring you to talk to numerous NPCs and travel between eras multiple times just to access a Dungeon Key. Easily the most frustrating example of this is when Link visits Tokay Island and has all his equipment stolen by the lizard-like Tokay; you’ll need to track each piece down one at a time and use them, in conjunction with time travel shenanigans (such as pushing seeds next to walls so the sprout into climbable vines), to retrieve everything so you can continue on your quest.

Puzzles are a huge aspect of Ages, including some annoying coloured-based puzzles.

Like Link’s Awakening, Link is tasked with visiting eight dungeons in each game to acquire new items, conquer the bosses within, and claim the eight mystical objects needed to confront each game’s big bad. Although Ages focuses more on puzzles and Seasons is more action-orientated, many familiar Zelda puzzles are found in each game. You’ll be stepping on or pushing pots or statues onto switches, defeating groups of enemies, pushing blocks (either in a specific way or onto certain tiles), lighting torches, and taking stairs or dropping through holes to access new areas, open doors, or acquire keys to progress further. Like in Link’s Awakening, you’ll use sidescrolling sections to hop to moving blocks, Thwomps, climb ladders, or swim past Cheep Cheeps, though both games place great emphasis on mine carts; you’ll ride these to new areas in the dungeons, hitting switches to change their direction or lighting torches as you speed past. Each dungeon hides a Compass and Map to help you navigate and you’ll unlock a warp point after defeating the mini boss, which is useful when you have to backtrack to find or use keys and items. In Seasons, many puzzles are solved by using Link’s Magnetic Gloves to move magnetic balls and hover over gaps on small rotating diamonds, or by dropping blocks down to lower levels, or activating bridges across gaps and you’ll need to be quick on your feet or to hide behind your shield when the floor suddenly collapses or comes to life to attack you. Occasionally, you’ll lose traction in icy areas, navigate maze-like woods, play hide and seek, and be sent to take out fortified areas or rescue animal companions to reach new areas to say nothing of dodging fireballs, floor spikes, crushing weights, and rolling logs. While puzzles appear in Seasons, they’re far more prominent in Ages, with the most infamous being those involving pushing a coloured cube in a specific way so it lands on the right coloured tile, or using the Cane of Somaria to create a block to press multiple switches at once, or rearranging statues. You’ll enter rooms where you need to step on all the tiles in a specific path to access keys, or jump to coloured tiles to make them all match up, or defeat coloured Gels when the room is a specific colour. Sometimes you’ll need to navigate invisible paths (where the Cane of Somaria again comes in handy), bomb walls or blocks in mazes, navigate past bladed obstacles or arrows, and even change the dungeon layout entirely, though oddly the time travel and season gimmicks rarely play a part within the dungeons.

Graphics and Sound: 
Both Oracles games heavily reuse assets from Link’s Awakening, recycling sprites, environmental details, and certain gimmicks and presenting them in new ways. This could be seen as a negative but something about the presentation makes the games pop in a way that outdoes its predecessor; maybe it’s that the games were purposely built for the Game Boy Color or the influence from The Legend of Zelda: Ocarina of Time (Nintendo EAD, 1998), which sees familiar tunes and species from that game (particularly the Gorons and Zoras) integrated on the small screen. NPCs are much livelier and more integrated into the plot as well; engagements with them carry over between games, changing your interactions with them, and you’ll find all sorts of fun NPCs on offer in both games, from a hyperactive child, to talking animals, to lovesick anthropomorphic trees, lost souls, and skeletal pirates. Each game may visually resemble the other and Link’s Awakening but they’re noticeably different; the changing seasons mean you effectively have four different overworld maps in Seasons and the past of Ages is far less vibrant and more a work in progress, with each time period (and Holodrum and Subrosia) having their own overworld themes or variations on the classic Zelda theme. Link directly changes each area in various ways, from altering the seasons to unlocking gates, flooding areas with water or lava, to allowing a pirate ship stuck between worlds to venture from the sands of Subrosia to the docks of Holodrum. Travelling through time lets you explore ancient Labrynna, where towns are still being built, Queen Ambi and her palace are prominent, and the towering and dangerous Restoration Wall leads to the decimated Symmetry Village, a location you directly improve by travelling through time.

The anime aesthetic and visual borrowings from the 3D games add to the colourful variety.

One area where both games shine is the incorporation of large sprite art for various cutscenes, such as the opening and when Link meets the Oracles. These are rendered in an anime style that recalls the artwork of The Legend of Zelda: A Link to the Past (Nintendo EAD, 1991) and are partially animated. These are used sparingly, however, and the in-game sprites are once again relied on to convey the bulk of each game’s story, with dialogue boxes and input from the Maku Tree (or consultation with an Owl Statue or some chatty birds) guiding you or offering hints. Perhaps as a consequence, the games include some new and updated sprites; while Link is largely unchanged and many of the enemies are recycled from Link’s Awakening, NPCs are more varied than ever and there are some large and detailed boss sprites. The overworld greatly benefits from this newfound attention to detail; Goron City, Zora’s Domain, and the various towns and castles are bustling and varied, with both games including fun elements from Ocarina of Time (like Jabu-Jabu) alongside guessing games, target practise, and aggravating dancing mini games (which are especially prominent in Ages). Sadly, the same can’t be said about the dungeons; many are largely interchangeable and contain the same recycled elements, though they naturally get bigger, more maze-like, and more complex to reflect a rise in difficulty. These means that, while some have different colour palettes and may feature greater emphasis on water, gaps, or other hazards, there’s not much to differentiate them as you’ll see the same gimmicks recycled, though they are used in ways that continually tax you. Of the two, Oracle of Ages has the better, more varied dungeons; Jabu-Jabu’s Belly is largely flooded, requiring you to dive to access new areas, Crown Dungeon makes better use of the coloured block gimmick, and generally there is a lot more to do in Ages’ dungeons, even though this can be frustrating as you need to do a lot of wandering around, backtracking, and trial and error to access keys and doors.

Enemies and Bosses: 
As near as I can tell, every enemy in the Oracles games is recycled from Link’s Awakening with the exception of the Lynel, a tough centaur-like wolf that deals as much damage as it can absorb. Otherwise, you’ll be encountering various Moblins and Darknuts (who wield spears, swords, and spiked maces), Octoroks, shield-eating Like Likes, snake-like Ropes, bat-like Keese, and electrifying Buzz Blobs. Some will attack when you cut down grass or fall from the sky, like the Floor- and Wallmasters that spawn in to drag you back to a dungeon entrance or the ghost-like Ghinis that haunt various graveyards. Anti-Fairies will bounce around, similar to Bubbles, chipping away at your hearts; Arm-Mimics copy your every move, mummy-like Gibdos shrug off your shots, Wizzrobes constantly teleport in and out shooting energy waves at you, the Mini Masks must be attacked from behind (or have their metal masks removed), and you’ll need to take cover behind the environment to avoid being blasted by Beamos statues and be quick on your feet to outrun the many small and large blade traps. Some enemies are hiding in plain sight, such as the Old Men who will rob you, the wandering witch who steals items from you if you bump into her, or the guards fastidiously overseeing Queen Ambi’s grounds. While enemies are shared across both games, a couple are unique to each; you’ll only encounter Candleheads in Ages and Magnites in Seasons, for example, though this element could’ve been expanded upon to give each game their own unique enemies.

When bosses aren’t being recycled from previous games, they require your various sub weapons.

Each game features nine mini bosses, with two being shared between the games; the Great Moblin and Vire, who you’ll have to battle in a fortified keep and the Ancient Ruins, respectively. While Vire attacks exactly as in Link’s Awakening, flying about and shooting coloured projectiles and splitting into smaller parts and only being vulnerable when charging, the Great Moblin is fought after avoiding his fortress cannons with your animal companion then tossing his own bombs back at him. Some of Ages’ mini bosses will be readily familiar to players of Link’s Awakening as Smasher and the Angler Fish return, and even the Giant Ghini can be traced back to that game, though their attack patterns are altered; you still need to throw Smasher’s balls back at it but they now disappear after a short time, the Angler Fish is fought on the ground (though still from a side-on perspective) and has additional bubble attacks, and the Giant Ghini is now a more formidable foe accompanied by smaller minions and capable of charging you. Ages also has three unique mini bosses; Subterror is a mole-like monster you dig up with your shovel, the Armos Warrior is a giant Armos whose shield can only be destroyed by tossing its huge sword back at it, and the Blue Stalfos is a Grim Reaper-like foe whose energy balls must be reflected back at it. Another returning boss from Link’s Awakening is Façade, who’s fought twice in Seasons but defeated in the same way as ever (simply bomb its face when it appears on the ground and watch for falling rocks). Seasons also has you fight the Brother Goriyas (who toss a boomerang between each other), three Omuais (who you must yank out of the water to attack), the Agahnim-like Agunima (who, like Agahnim, splits into copies and fires magical bolts at you and can only be defeated when all the torches are lit), the sabretoothed ball of teeth known as Syger (who’s only weak spot is the red ball on his tail), the two mischievous Poe Sisters, and the elemental spirit Frypolar, who can only be defeated by tossing its own icicle constructs back at it. 

Returning bosses are given new life and made more dangerous than ever,

There are also eight primary bosses in each game, with a final boss to be conquered at the end. Although each game has unique bosses, six of Seasons’ bosses return from the first Legend of Zelda game. Aquamentus, Dodongo, Gohma, Digdogger, Manhandla, and Gleeok all return here, with Manhandla and Gleeok being two of the toughest. Manhandla can only be damaged by attacking its beak-like mouths when they’re open; unfortunately, this is also when they spit projectiles, and its attacks only increase as each “head” is knocked off, exposing its vulnerable insides. The two-headed dragon Gleeok again remains stationary and spits fireballs from its heads, one of which will fly about after being severed, but it’s actually easier to battle than in the original game. Mothula returns from A Link to the Past, with a similar attack strategy of circling the room and firing at you; though the moving floor is gone, you’ll need to watch for holes and jump over gaps to attack Mothula when it lands. This means that Seasons’ sole unique boss is the Medusa Head, which teleports about, turns you to stone, and fires a massive laser beam from its eyes but is easily stunned with your Pegasus Seeds. Aquamentus still spits fireballs, but now also has a charge attack; you must first force the Dodongo to swallow a bomb and then toss it onto the spikes surrounding the arena with the Power Bracelet; you’ll need to avoid being grabbed and tossed by Gohma’s claw, sever it, and then shoot its eye; and finally make use of the spiked magnetic ball to smash Digdogger and its mini doubles into the ground. 

Unique perspectives and methods are required to topple many of the game’s tougher bosses.

In comparison, Ages’ bosses are exclusive to that game, which helps to make it more unique, though some are reminiscent of previous Zelda bosses (Ramrock, for example, resembles King Bongo Bongo, though you defeat it by timing bomb throws into its giant stone hands). The first boss you’ll face is Pumpkin Head, who wanders around shooting a spread of fireballs; his only weak spot is his torso, which you attacked to grab and toss his jack-o’-lantern head to reveal its true form. The Head Thwomp is pretty unique as it’s fought from the side-on perspective and sees Link hopping around avoiding projectiles and falling rocks and dropping bombs into the boss’s head to make its expression change to red, causing damage and dropping hearts or bombs. The Shadow Hag also requires a unique strategy to defeat; she splits into multiple shadow forms and protects herself with moths, meaning you must fire a seed so it ricochets back into her. Eyesoar also requires the use of one of Link’s other weapons to damage; it protects itself with smaller eyes and relentlessly moves towards Link, so you need to clear them away and snag it with your Switch Hook to stun it and whack it with your sword. Smog is probably Ages’ most aggravating boss; it is fought in four rounds, each with a different arrangement of blocks, and its smaller form charges around tossing fireballs. You need to strategically place blocks with the Cane of Somaria to get the smaller parts to converge into one, which you can then attack, which each stage getting more difficult as Smog adds lightning attacks to its arsenal. The Octogon constantly swims around Link spitting projectiles at him; you need to angle your seed shooter to attack its weak spot on the back, and dive underwater to smack it with your sword, which can get quite chaotic. You’ll need to use these same seeds when battling the Veran-possessed Queen Ambi as this is the only way to drive Veran’s spirit from her body so you can stun her with the Switch Hook and attack with your sword. The Switch Hook’s upgraded form, the Long Hook, is also the only way you’ll defeat Palsmarine, two jellyfish-like enemies who can only be damaged by causing them to run into each other’s attacks.

As if the monstrous final bosses weren’t bad enough, a deranged version of Ganon also appears.

Once you’ve collected the eight mystical artifacts in each game, you break the spell keeping you from the big bads. In Ages, you battle the evil witch Veran at the Black Tower, a maze-like castle filled with Lynels and Wizzrobes, and whose battle consists of two phases. First, Veran summons Dark Links to distract you, dashes about, and throws a variety of fireballs. Once defeated, she transforms into three monstrous forms: a large beetle that crashes to the ground to temporarily cause acidic hazards to appear, a large bee that quickly flies around and slows your movements with its barrage of stingers, and a horrific spider that stuns and slams you with its web. These forms are random (I never actually saw the bee form) and require different strategies, such as attacking the beetle’s face, firing a seed at the bee, and tossing bombs at the spider. In Seasons, the antagonist is the formidable, heavily armoured General Onox whose castle is a labyrinth filled with some of the game’s toughest enemies and a rematch with Façade. When you reach Onox, he first swings and hurls a massive, spiked mace, causes boulders to rain down, and stuns you with whirlwinds and the only way to damage him is with your Spin Attack and swipe the Rod of Seasons when he uses Din to shield himself. Afterwards, you drop down a hole and face Onox’s dragon form! You need to avoid his flaming projectiles and being squashed by his claws and hop onto his hands to slash at the crystal on his head, which can be tricky if you cheese your jump. If you’ve cleared a Linked Game, you’ll be dropped into the Room of Rites to rescue Princess Zelda. This means battling Koume and Kotake, first separately (reflecting their elemental attacks back at each other) and then in their fused state as Twinrova (which conjures flaming pits or turns the floor to ice and must be stunned with Mystery Seeds) not unlike in Ocarina of Time. Defeat the witches and they’ll sacrifice themselves to resurrect Ganon, forcing you to fight an unhinged version of the Gerudo King in a battle not unlike A Link to the Past. Ganon teleports around the room and unleashes some devastating attacks, such as a charged swipe of his trident, stunning you with a ground-quaking drop, or charging up a huge energy ball. Ganon can only be damaged with a Spin Attack so you need to unleash it and quickly jump or dash away to avoid being hit, the timing of which can be tricky but I actually found this an easier bout than in A Link to the Past as there’s less to worry about onscreen.

Power-Ups and Bonuses: 
One aspect not carried over from Link’s Awakening are the temporary power-up Acorns; Link also won’t be getting new tunics either, which is a shame, but in their place is the Ring system. As you explore, you’ll find Gasha Seeds that can be planted in soil patches; these blossom into acorns that gift you Rings, or you can find them in chests or buy them from shops. Take them to Vasu the jeweller to appraise them for 20 Rupees and you can equip a Ring to enable certain effects, such as doubling your attack power, sensing secrets, increasing your throw distance, and even turning Link into an Octorok! Some Rings have negative effects as well, such as upping your attack power at the cost of you taking more damage, or no effect at all and simply being keepsakes. You can eventually hold multiple Rings in your Ring Box, but you can only equip one at a time so it’s best to think about what benefits you might need in the long-term. Another new aspect are the animal companions; Ricky the boxing kangaroo, Moosh the flying bear, and Dimitri the friendly Dodongo will help you throughout your quest, ploughing through hazards, flying you over gaps, and scaling waterfalls, respectively, when you call for their help but you’ll eventually have to settle on one as your primary companion, which is then reflected in the Linked Game. 

Link’s new weapons and companions provide new ways to traverse and solve puzzles.

Another new aspect here is that Link utilises a slingshot or a seed shooter rather than his traditional bow and arrows; the slingshot can fire a variety of seeds, from Ember Seeds to Mystery Seeds. The slingshot can even be upgraded to fire three shots at once, a luxury not afforded to the seed shooter (though you can aim your shots to ricochet to their target). Link’s seeds are very useful as well; the Gale Seeds allow him to warp, and the Pegasus Seed awkwardly take the place of the Pegasus Boots, allowing Link to run fast for a short period of time. Otherwise, weapons and items are very familiar; Link can toss bombs or a boomerang, pick up rocks with the Power Bracelet, and jump gaps with the Roc’s Feather. Many of his weapons can be upgraded, such as Link’s sword powering up to shoot a beam when he’s at full health and his shield deflecting incoming attacks, but two of the most useful upgrades are Age’s upgraded Mermaid Suit, which lets you dive and attack underwater, and Seasons’ upgraded Roc’s Cape, which lets you glide over gaps. Ages’ Cane of Somaria is required to press multiple switches at once to solve puzzles, as is the Switch and Long Hook, which let you switch places with diamonds, jars, and other objects to clear gaps, defeat or damage certain enemies, and press switches. Link will also make good use of the Harp of Ages and Rod of Seasons to travel through time and change up the seasons on the overworld, respectively, and playing a Linked Game allows you to access additional weapons, such as homing Bombchus, the Biggoron’s Sword, and the Mirror Shield.

Additional Features: 
As ever, Link can extend his health by collecting Heart Containers; you’ll be granted an extension for every four you find or after beating a dungeon boss, allowing you to extend Link’s health to sixteen hearts. Link’s weapons can also be upgraded, though some are optional and require you to explore or perform certain tasks. As you explore the overworlds, you’ll come across hidden caves containing Rupees or fairy fountains to replenish your health, and find Maku Seeds which must be planted to acquire new Rings. Both games include a lengthy trading sequence where you exchange key items between NPCs, fleshing out the world, your relationships with the characters, and earning the Noble Sword in the process. Almost every area requires some kind of fetch quest in Ages, such as finding Mystery Seeds to meet Queen Ambi to get the bombs you need to enter the Wing Dungeon, travelling back and forth between time to placate the Gorons, or acquiring a sea chart and talking to Tingle to reach Crescent Island. There are some stronger golden variants of enemies to find and defeat in Seasons that will net you the powerful Red Ring, and you can transfer elements from one game to another after completing them and earning a password. This begins a Linked Game, where you start with four hearts instead of three and with a weapon in your inventory; certain NPC interactions will change, the Hero’s Cave will be considerably more challenging and reward special Rings, Rings and other special items can also be transferred via passwords, and each game includes additional features (such as a familiar 2D rescue of Princess Zelda in Ages and a rematch with the Great Moblin in Seasons) that are only accessible this way and thus encourage multiple playthroughs. 

Various side quests and a unique link feature expand the games.

Once you’ve cleared one game and then completed a Linked Game, you can experience the “Hero’s Game” to experience the other game as intended and also access the true final challenge of both games. If you play each game normally, you’ll receive a code to use in the other game; playing a Linked Game sees NPCs reference your heroics and actions from the other game, as well as providing you with additional passwords you can use to access extra items and bonuses. If you play a Linked Game through to the end, you’ll automatically be taken to the Room of Rites to battle Twinrova and Ganon; defeating them gifts you the “Hero’s Secret”, which essentially allows you to play the original, unlinked version of the other game but with more hearts and being able to transfer over your Rings. It’s a pretty unique feature and invites multiple playthroughs, though it does lock some traditional Zelda elements (such as the Mirror Shield and Master Sword) off from you as these can only be accessed with the codes. Back in the day, you could automatically play a Linked Game using a Game Boy link cable; the Nintendo Switch Online version doesn’t currently allow you to jump straight into a Linked Game, but you can choose between the NTSC and PAL versions (though I’m not sure what the difference is between the two) and make use of save states and the rewind feature to make the experience a lot less difficult.

The Summary: 
For the longest time, the Oracles games were inaccessible to me; as prices soared and I upgraded past the original Game Boy, they became unplayable outside of emulation until they were finally released digitally. I’ve played through both before on the Nintendo 3DS but that was ages ago and I’ve hesitated to revisit them due to the playtime needed to properly experience both, and that’s a mistake on my part as they really are some fun, challenging, and vibrant Zelda adventures. While it’s fun warping between different time periods in Ages, I feel this mechanic wasn’t as prominent as it could’ve been; rarely do your actions in the past impact the future (these events are more noticeable in cutscenes) and I would’ve liked to see more visual differences between the past and present, like a decimated present that gets fixed as you visit the past. In comparison, I really enjoyed the season mechanic in Seasons; being able to manually cause snow or a blazing summer is fun and opens new opportunities for exploration, even if it’s not utilised outside of the overworld. I do have some gripes, but they’re mainly due to limitations of the hardware; for example, it’s annoying having to equip the Power Bracelet every time you need to use it and as good as the map is when you’re warping, it’s not always clear where you’re going. Although the weapons and items aren’t much to shout about and the bland dungeons disappointed me, I enjoyed how much the overworld popped and the boss battles presented; I liked all the returning battles, but the original ones were even better, but I quickly became frustrated with Ages’ focus on repeating puzzles and forcing you to run all over the place for the most mundane tasks. Although the linking system is a little clunky and it’s a shame we didn’t get a third game (and I feel a modern remake would be better served packing all two-and-a-bit games together), I liked the increased emphasis on interactions with NPCs and the incorporation of the animal companions, however brief they are. Including aspects from Ocarina of Time was also a great idea, and the epilogue offered by the Linked Game made for a satisfying conclusion, though again I think more could’ve been done with this feature. In the end, this was like one big Zelda experience spread over two titles…mainly because that’s exactly what it was! Seasons was more my speed overall, but there were elements I liked from Ages like the more varied overworld. Play both back-to-back for the complete experience and you can’t go wrong, though it can’t be denied that there’s a little lacking from each due to them having different mechanics and equipment. 

My Rating:

Rating: 4 out of 5.

Great Stuff

Have you ever played the Oracles games? Which one did you prefer? Did you like that they incorporated elements from the 3D Zelda titles? What did you think to the different overworlds and gameplay mechanics? Did you prefer travelling through time or altering nature? What did you think to the recycled bosses from previous Zelda games? Did you ever link both games and see the true ending? Would you like to see these games remade like Link’s Awakening was? How are you celebrating The Legend of Zelda this month? Leave your thoughts and comments below or on my social made and go read some of my other Zelda reviews on the site!

Game Corner [Zelda Month]: The Legend of Zelda: A Link to the Past (Nintendo Switch)


On 21 February 1986, The Legend of Zelda (Nintendo EAD, 1986) was first released in Japan. The creation of legendary game designer Shigeru Miyamoto and Takashi Tezuka, The Legend of Zelda launched one of Nintendo’s most popular franchises. This year, I’m dedicating every Wednesday to Nintendo’s most famous silent protagonist, Link and his vast and enduring fantasy world of sword and sorcery.


Released: 5 September 2019
Originally Released: 21 November 1991
Developer: Nintendo
Original Developer: Nintendo EAD
Also Available For: Game Boy Advance, Nintendo 3DS (Virtual Console), Nintendo Wii, Nintendo Wii U, Satellaview, Super Nintendo Entertainment System (SNES) Classic Edition, SNES

The Background:
Created by designer Shigeru Miyamoto, The Legend of Zelda was purposely designed to emphasise exploration and experimentation, with Miyamoto drawing inspiration from his childhood love of exploring forests and caves. The game was a massive success for Nintendo, selling well over 6.5 million copies and being widely regarded as one of the greatest adventure game of all time. Miyamoto followed this breakout hit with a decidedly different experience; Zelda II: The Adventure of Link (Nintendo R&D4, 1987) remains one of the franchise’s more divisive titles for ditching the top-down perspective in favour of traditional 2D sidescrolling sections, incorporating a level-up mechanic, and its unreasonable difficulty spikes that saw even Miyamoto express regret over the game’s execution, which was simply hampered by the hardware of the time. Though the game sold well and was met with positive reviews, and is often seen as being ahead of its time, Miyamoto returned to the top-down perspective for the third entry, which he initially planned to include a party of protagonists and which was developed to showcase the power of Nintendo’s new 16-bit console. Utilising a 8 Mbit cartridge as opposed to the usual 4 Mbit allowed A Link to the Past to be the largest and most detailed Zelda adventure yet; graphical decompression and clever use of overlays allowed the game to include two worlds, the bright and vibrant Hyrule and its far more desolate (and game-changing) Dark World counterpart, resulting in what many have deemed to be the greatest Legend of Zelda game of all time. This was reflected upon the game’s release, with it becoming a best-selling SNES title and being accompanied by overwhelmingly positive reviews. Not only was A Link to the Past host to one of gaming’s most obscure Easter Eggs, adapted into both a comic book and a manga, and eventually followed by a direct sequel, it was ported to the Game Boy Advance alongside some additional gameplay mechanics and elements and made available on numerous later Nintendo consoles for new generations to play.

The Plot:
A young apprentice named Link takes up his uncle’s sword and shield to rescue Princess Zelda from the clutches to the malevolent sorcerer Agahnim. However, Agahnim is merely a pawn of the King of Evil, Ganon, who imprisons seven maidens in the Dark World, a dimension of evil and chaos, into which Link must venture to restore peace to Hyrule.

Gameplay:
The Legend of Zelda: A Link to the Past is a top-down adventure game in which players once again assume the role of Link, a young boy in a green tunic whom they can now rename from the file selection screen in order to personalise their quest. In many ways, the game is an expanded and enhanced remake of the original Legend of Zelda and follows many of the same gameplay tropes, but also brought them to life in ways that would come to define the franchise for decades. The game employs a simple control scheme, with Link enjoying a greater freedom of movement compared to the Nintendo Entertainment System (NES) releases thanks to the SNES’s hardware; in this version of the game, you can control Link with either the left stick or the directional buttons, which offers even more freedom of movement. There are multiple functions tied to the A button; it allows you to grab and throw objects (bushes, pots, rocks, bombs, and so forth), open chests to acquire new items and keys, advance dialogue boxes and, later, you can hold it down to charge up a running dash when you get your hands on the Pegasus Shoes. Once you acquire your uncle’s sword and shield, B allows you to attack enemies with slashes; holding down B will charge Link’s patented Spin Attack to defeat multiple enemies at once and, when you later upgrade to the fabled Master Sword, your sword will shoot out a swirling energy projectile when you’re at full health. Link’s shield is automatically equipped and will defend against most projectiles, but you’ll need to upgrade it to fend off later energy attacks. The Y button allows you to use an equipped item; you’ll find and acquire many different items from chests and helpful non-playable characters (NPCs) and you can equip them using the ‘Start’ button. These range from familiar weapons like the boomerang, bow and arrows, and bombs, to items that drain your magic meter (including magic powder, the lantern, and the elemental rods) and consumables stored in bottles. As is often the case, Link cannot jump; he can drop down from ledges or through holes and climb up ladders and staircases but you won’t be performing any mid-air attacks here. The Pegasus Shoes do allow you to blast yourself over some gaps, however, but mostly you’ll be relying on the hookshot, magic platforms, and various other means to progress. As Hyrule is bigger than ever, this means a great deal of backtracking, exploration, and trial and error; often, areas will be blocked off by larger rocks, bodies of water, or even ancient texts or the use of powerful magic medallions.

Link embarks on his biggest adventure yet, solving puzzles and acquiring new items to progress.

Link’s quest will take him all across Hyrule, which you can view at any time with the X button; story-specific locations are indicated on this map but you’ll need to converse with NPCs and pay attention to signs and dialogue to work out where you need to go. There’s a degree of freedom here but the game’s dungeons are best conquered in numerical order so you have all the tools you need to progress; there’s nothing worse than venturing all the way to the swamp to find you need the Book of Muldora to read the ancient text and open up the dungeon, or making it all the way to the top of Death Mountain without the Quake Medallion. Thankfully, you can later acquire a flute to fast travel across the map and make use of the Zora Flippers to warp to various points using whirlpools, but it can be difficult figuring out where you need to go and what you need to do. To start with, you’ll need to travel to three dungeons and acquire three magical pendants in order to rescue Princess Zelda. This offers a taste of A Link to the Past’s formula and sees you venturing into hazardous dungeons, acquiring new items in each along with a map and compass to help you navigate via a grid-like map on the menu screen, and defeating a boss. Dungeons are typically maze-like, growing more complex and involved as the game progresses, and contain many puzzles that you’ll soon become familiar with: you’ll be pulling levers, defeating all enemies, and stepping on switches to open doors or spawn chests containing keys, pushing blocks, activating crystal switches to raise and lower coloured blocks, struggling on ice and moving platforms and paths, dodging fireballs, running across narrow paths as they collapse beneath you, lighting torches, and blowing up weak walls to find new areas. When in dungeons, you can find special tiles to converse with the wise Sahasrahla for hints, but mostly you have to figure out what you’re doing on your own, which can quickly become very tough; it’s easy to end up wandering around aimlessly, taking out the respawning enemies and searching every nook and cranny to try and progress. Some dungeons require you to venture outside and change something on the overworld in order to progress, such as opening a dam, navigating a haunted forest, or using your magical medallions. Others see you dropping through or pushing blocks down specific holes to reach chests, warping around on tiles, escorting NPCs, blasting across lava pits through pipes, creating your own platforms with a magic wand, avoiding various spiked hazards, and lighting up dark areas with your lantern or by blowing up cracked floor tiles.

Link travels to the desolate Dark World to free the seven maidens and confront Ganon.

Just reaching the dungeons can be a quest in itself as you venture through caves, guide NPCs to safety, pay a cheeky monkey to open the way, buy a bigger bomb to blow open a wall, and figure out the path through the misty Lost Swords to retrieve the legendary Master Sword. Most prominent, however, is the presence of the Dark World; this ashen, nightmarish dimension is reached through warp tiles found across Hyrule and will render you defenceless without the aid of a special item. When in the Dark World, the map changes in various ways; not only are the enemies tougher, the overall atmosphere more ominous, and the land reduced to an apocalyptic hellscape, but certain paths are now blocked and alternative ones are opened up, and just navigating this hazardous landscape is made all the more difficult as a result (and the fact that you can’t use your flute to warp about). Link can return to Hyrule at any time using a Magic Mirror, which also leaves behind a sparkling warp point to quickly shunt back to the Dark World if necessary, and you’ll be jumping between these two worlds to solve puzzles, access new dungeons, and progress through the story. As the game progresses, things get noticeably tougher for Link; newer, more powerful enemies appear on the map and the dungeons get longer and more complicated, though you can pay a fortune teller to point you in the right direction. You can also find fairy fountains to replenish your health (but not your magic), acquire Heart Pieces and Heart Containers to extend and refill your health, and purchase various useful items from shops or from NPCs using Rupees, Hyrule’s traditional currency. Be sure to save your game often; you’ll be returned to the title screen and won’t restart at full health, but this allows you to pick from various starting points, which can make getting around easier. There are also some distractions on offer to help break things up, such as a time trial race, a shooting gallery, a chest opening game, and numerous hidden rooms; often, these award Rupees and Heart Pieces, but you’ll occasionally encounter NPCs in need of assistance who will bestow you with a new item or upgrade your existing ones (though often at a price).

Graphics and Sound:  
Without a doubt, A Link to the Past is the finest 2D Zelda experience on offer. The first game was ambitious but painfully limited in its visuals, but this isn’t an issue here thanks to the SNES’s greater power. The game absolutely pops with colour and variety; parts of Hyrule are often overcast by raging thunder and rainstorms, each compass point of the map feels distinct from the others while still being logically connected, and there’s an incredible amount of detail packed into every aspect of the game. No longer an obscure mish-mash of green and brown pixels, Link is an expressive and colourful sprite; he doesn’t have any idle animations but he strains with effort when pushing and pulling rocks, sports a mop of red hair, holds up items and his sword in triumph, collapses comically in defeat, flashes his skeleton when he’s electrocuted, and the Game Boy Advance port even includes sound bites from his 3D adventures. The game’s NPCs are also far more varied and lively; inhabitants of Kakariko Village will scream and run into their houses, alerting the guards when you’re near, a lazy thief naps outside the swamp, a mysterious flute boy plays for an audience of cute little woodland critters before vanishing, the blacksmith worries for the fate of his brother, two lumberjacks hack away at a tree at the foot of Death Mountain, and various fairies and sea-dwelling creatures await in caves and bodies of water. When in the Dark World, Link will be able to talk to more monstrous NPCs and is transformed into a strange, bunny-like creature devoid of weapons. When he acquires upgrades to his tunic, sword, and shield, Link’s sprites change colours so you can see this progression and even the game’s enemies exhibit a lot of personality, charging at you the moment they see you and hopping and stomping about the place.

Easily the most beautiful, varied, and detailed 2D Zelda game ever made.

Hyrule is larger, more varied, and more luscious than ever before; at the centre is Zelda’s Castle, a massive structure of stone and regality where Ganon’s forces constantly patrol. To the North looms Death Mountain, identified by its confusing network of dark caves and the constant barrage of falling boulders falling; to the East lies the Desert of Mystery, a scorching desert filled with cacti plants and ancient ruins; South is home to Lake Hylia, with Hyrule’s rivers eventually taking you to the outskirts of Zora’s Domain; and heading West will taking you to the murky swamps, the bustling Kakariko Village, and the misty and mysterious Lost Woods. You’ll be exploring and opening up new areas in each of these locations throughout the game, lifting rocks to discover hidden pathways, blasting open caves, and altering the landscape with your items and magic. Link enters many buildings on his quest, such as the church-like Sanctuary (and its network of rat-infested sewers), shops, and other homesteads, and will explore forests, a haunted graveyard, and caves. There are always enemies, NPCs, and other objects to encounter and interact with in every area but, when you travel to the Dark World, even the friendliest of areas becomes far more ominous as wrecked houses, rotting trees, and bones of titanic animals litter the landscape. Zelda’s Castle is replaced by a gigantic and foreboding Pyramid of Power, the bright and sunny sky replaced by an unsettling dusk (or raging thunderclouds around Death Mountain), and even Kakariko Village is replaced by the post-apocalyptic Village of Outcasts. Both the swamp and the Lost Woods become dangerous and haunted wastelands, Lake Hylia is transformed into a polluted sea home to a frozen temple, Ganon’s magically sealed tower looms atop Death Mountain, and the entire overworld takes on a dark, depressing colour palette to separate it from its livelier counterpart.

While dungeon interiors and gimmicks get recycled, the story is suitably epic and engaging.

Much of this visual variety doesn’t really translate to the game’s interior locations; caves are mostly the same, sometimes being darker, more maze-like, or requiring different items to bypass hazards and pits but mostly utilising the same sprites. The dungeons are generally distinguishable only by their different colour palettes and altered layouts, but there are some exceptions; the Eastern Palace sports bulbous cycloptic statues, the Tower of Hera features more vertical traversal and pits, the Dark Palace has ramps you need to propel yourself off with the Pegasus Shoes, you’ll lose a lot of traction in the Ice Palace and need to open floodgates to traverse the Swamp Palace, find yourself heading outside to reach new areas of the Skull Woods, and will navigate a series of platforms in the cavernous Turtle Rock. All the puzzles, gimmicks, and most of the enemies you’ve encountered will be recycled in each dungeon, especially the final one, Ganon’s Tower, a perverted mirror of Zelda’s Castle that features a veritable gauntlet against everything you’ve encountered previously. As visually impressive as the game is, the music is equally memorable; things start out dark and ominous but the iconic Legend of Zelda theme kicks in triumphantly once you bring Princess Zelda to Sanctuary and will accompany you on the overworld from then on. Dungeons and boss battles are punctuated by suitable menacing overtures, victorious symphonies play whenever you conquer a dungeon or acquire a new item, and more calming, even melancholic melodies play whenever the story is being related through dialogue. The game’s few cutscenes are rendered entirely using the in-game sprites and graphics, with simply dialogue boxes being the order of the day, but there are some impressive instances of layering (paths, bridges, and walkways overlapping with lower areas), weather effects (lightning, rain, clouds, even a brief drought), parallax scrolling (particularly when at the peak of Death Mountain), and even a 3D effect to render the legendary Triforce onscreen.

Enemies and Bosses:
The forces of darkness are many and varied throughout Hyrule; Link will have to fend off smaller, weaker enemies like bat-like Keese, snake-like Ropes, crows, rats, crabs, and even killer bees if he disturbs the wrong tree with his Pegasus Shoes. River Zoras pop up from the various streams around the map to spit projectiles at you, thieves steal your ammo, Rupees, and even your weapons, Buzz Blobs will electrocute you if struck with your sword, and you can’t even attack the chicken-like Cuccos without facing harsh retribution. Hyrule is filled with strange monsters, too, such as the spider-like Tektites, Goomba-like Deadrocks (which turn to stone when struck), annoying Anti-Fairies that bounce around and reduce your magic and your health on contact, Armos Knights that tremble to life and bounce around when you touch them, and helmeted enemies that have an annoying tendency to send you ricocheting down pits. Ganon’s forces are far more dangerous and versatile, however; his knights come in various different colours and sporting various weapons, from swords, spears, bows and arrows, bombs, and even chained maces. Octoroks wander about spitting rocks at you, their balloon-like counterparts explode when hit, Wizzrobes teleport about firing energy waves, Beamos statues blast you with a high-powered laser beam, pig-like Moblins attack with spears, and you’ll find more than a few hulking, bomb-tossing Hinox in the Dark World. Ganon’s Tower is guarded by the tough Lynels, centaur-like creatures that spit fireballs at you and require an upgraded sword to defeat; Pikkus and Goriyas also prove troublesome as they mirror your movements, while Eyegroes are best defeated with your arrows. Stalfos and Gibdos are also quite common, with the former jumping about or throwing bones at you and the latter proving almost as difficult to dispatch as the Freezors and Geldman unless you utilise your elemental rods. You should also watch for Wallmasters dropping from above to return you to the dungeon entrance, indestructible Chain Chomps, and the dragon-like Zazaks.

The first four bosses return in Ganon’s Tower with slight variations to make them tougher.

By far the most intimidating of Ganon’s regular enemies, however, are the Stalfos Knights; unlike other Zelda games, A Link to the Past doesn’t contain any mini bosses but these large, sword-wielding skeletons almost fit the bill. However, they’re easily reduced to a pile of bones with a swipe of your sword and dropping a bomb on their remains will finish them off before they can reform to pester you again. Your quest will see you battling twelve mammoth bosses, with four of them being encountered again in the gruelling gauntlet that is Ganon’s Tower. The first boss you’ll face is actually six large Armos Knights; they’ll bounce around in a circle, expanding and constricting and charging at you, but you can make short work of them using the bow and arrows as opposed to even your upgraded Master Sword, though the fight is made tricker in Ganon’s Tower thanks to the ice covering the floor. Next, you’ll face three Lanmola, giant worms that burst from the sand and send small rocks flying your way; as long as you avoid these projectiles, and their writhing bodies, they’re pretty easy to defeat, especially if you use the Ice Rod, though you’ll also need to watch for a fireball-spitting statue when facing them in Ganon’s Tower. The last Pendant is defended by Moldorm, a large, strange worm-like creature that slithers erratically around a small platform. Its only weak point is its tail and Link will bounce back, most likely down to a lower floor, if he attacks any other part of the creature; though the surface area of the rematch against Moldorm is even smaller in Ganon’s Castle, this fight is a joke with the fully powered-up Master Sword. Once you have all three Pendants of Virtue, you can confront the dark wizard Agahnim in Hyrule Castle; Agahnim cannot be attacked directly with any of your weapons, instead you need to deflect his projectiles back at him much like boss battles in later Zelda games. Agahnim will teleport around the enclosed arena and charge up a projectile, but you can only hit the large, flaming ones back at him and these can sometimes go off course; when you face him again in Ganon’s Tower, he duplicates himself to make things tougher, but it can actually speed things up as you potentially get three shots to reflect back at him.

The difficulty of bosses varies wildly, with some being pushovers and others proving more troublesome.

After being sent to the Dark World, Link must defeat seven more bosses before having a final showdown with Ganon. First up is the gigantic Helmasaur King, a dragon-like creature whose weak spot is initially hidden behind a mask. Using the Magic Hammer, Link can break and eventually destroy this mask to target the Helmasaur King’s glowing weak spot with either his sword or arrows, but players will need to watch out for the creature’s extendable spiked tail and the fireballs it spits from its mouth. Though visually less intimidating, Arrghus is a slightly more laborious boss; Link must use his hookshot to extract and destroy the individual Arrgi protecting this jellyfish-like creature until Arrghus is fully exposed, after which it tries to crush Link and moves erratically around the room, being vulnerable only upon landing but causing splash damage if you’re not careful. Mothula awaits in the Skull Woods and is perhaps the most difficult boss so far thanks to its crazed movements making it best to use the magic-consuming Fire Rod, the moving floor sending you into the spiked hazards surrounding the arena (which also move at you), and the creature itself both trying to ram you and firing lasers, though you can make things easier if you have a Golden Bee in a bottle as this will attack the boss and allow you to focus on avoiding damage. You’ll battle Blind the Thief in Gargoyle’s Domain only after exposed an NPC you’ve rescued into the light and revealing her to be this demonic former thief in disguise. Blind hovers about shooting lasers and can only be damaged by hitting his head; eventually, his shroud drops and he sends his head floating around the arena to blast at you independently from his body, which sprouts another head for up to three times the danger, but it’s not especially difficult to avoid these heads and the fight’s all the easier since you don’t need to make use of the dungeon’s weapon to defeat Blind.

Trinexx was the only Dark World boss who caused me trouble, and you’ll only fight Dark Link on the GBA.

This isn’t quite true of Kholdstare, a bulbous eye that you must first free from its block of ice using either the Fire Rod or the Bombos Medallion while avoiding the blocks of ice it drops from above. Once freed, Kholdstare splits into three and just kind of wanders about doing nothing, making it a ridiculously easy boss. Vitreous provides a bit more of a challenge; another eye-themed boss, this glaring monster sits in a puddle of swamp water and is protected by several smaller eyeballs, which it also uses as projectiles. The sword, bow, and hookshot are all useful here but you need to watch out for the erratic bolts of lightning Vitreous will occasionally send your way; once all the smaller eyes are gone, Vitreous resorts to bouncing around in a temper tantrum, leaving it vulnerable. If you venture into Turtle Rock without some green potion or, at the very least, having awoken the Mad Batter to reduce your magic consumption, Trinexx can prove to be especially difficult. This massive rock-like dragon sports three heads: a red one the breathes fire, a blue one that freezes the ground and ruins your traction, and a stone one that extends at you. You need to use the Fire Rod on the red head and the Ice Rod on the blue head, but don’t just fire away willy-nilly; time your attack to hit and stun the head and then switch to you sword because you’ll have no way of damaging either head if you run out of magic. Once these two heads are destroyed, Trinexx dramatically (and explosively) changes into a snake-like form, frantically slithering about but easily finished off by swiping its glowing middle section. If you’re playing the Game Boy Advance version of the game, you can also tackle the optional Palace of the Four Sword dungeon, where four dark variations of Link reside; each one is battled separately and showcases many of the same attacks and abilities as Link, such as his Pegasus Shoes and Magic Cape, while also unleashing their own versions of the Spin Attack and even a jumping strike. Blind, Mothula, the Helmasaur King, and Arrghus are also battled again in this dungeon, which rewards Link with the Four Sword.

Ganon is unquestionably the toughest boss in the game and will put your skills and patience to the limit.

Regardless of which version of A Link to the Past you’re playing, your adventure culminates in the hardest and longest dungeon of the game, Ganon’s Tower. Here, many of the game’s enemies and almost all the hazards and gimmicks you’ve encountered are recycled, with some of the toughest enemies attacking in large groups and you being forced to battle the first four bosses again with slightly different variations to each. It’s absolutely essential that you fully upgrade the Master Sword and your bow and arrows before tackling this dungeon, as it leads directly into the final confrontation with Ganon and you’ll need the Silver Arrows to finish him off. Assuming his monstrous pig form, Ganon awaits in the Pyramid of Power and is easily the game’s hardest and most laborious boss and will put all of your skills to the test. Make sure you’re swiping as soon as you drop into the arena to land a couple of free shots on him while he’s gloating, then avoid his trident when he tosses it at you; Ganon is invulnerable and intangible when teleporting but is open to a few good hits before he throws his trident so make sure you get them in while you can. The second phase greatly increases the difficulty; Ganon will surround himself with tiny flames that he transforms into indestructible bats to use as projectiles, making it very difficult to get close and land a hit. In the third phase, these bats leave a circle of fire around Ganon, who stomps about and destroys the tiles lining the outside of the room. After a few more hits, Ganon will extinguish the two torches and become invisible as well as intangible; you must light both torches to expose his location, hit him with your sword, and then fire a Silver Arrow at him when he turns blue. Do this four times and the King of Evil will finally be defeated, restoring peace to Hyrule, but make no mistake this is a gruelling encounter; you’ll need all four bottles filled with a variety of restorative potions in order to best him, or make liberal use of the Switch’s save and rewind feature to get around his more erratic and frustrating attack patterns.

Power-Ups and Bonuses:
If you’re anything like me, you play your Legend of Zelda games constantly swiping at bushes, breaking pots, and defeating enemies to fill up your health, magic, ammo, and Rupees. Link can carry 999 Rupees, which is an easy enough limit to reach thanks to the many secret Rupee rooms and chests found all over the place, and can spend these on potions, ammo, shields, and other items in various shops. Some prices are higher than others, however; you’ll need to toss an extortionate amount of Rupees into the Lake of Happiness to increase the maximum number of arrows and bombs you can carry, and it’ll cost you a whopping 500 Rupees to acquire the Zora’s Flippers so you can swim, but tempering your sword is surprisingly cheap. Other times, you simply need to find hidden fairies or NPCs who will provide new items or upgrade existing weapons like your sword, bow, and boomerang for free or locate the Big Key and the large chest in each dungeon to acquire some nifty new gear. Link begins his journey with a regular sword but later embarks on a quest to acquire the legendary Master Sword, which boasts a higher attack power and a variation on the Sword Beam; this can then be tempered and finally magically upgraded into the far stronger Golden Sword. Similarly, his shield can be upgraded to defend against small fireballs and is later replaced by the Mirror Shield, which reflects laser bolts.

You’ll need to explore both worlds to uncover all the game’s weapons, items, and upgrades.

Many recognisable Zelda weapons and items are up for grabs here. Link can toss a boomerang as a ranged weapon, blow open walls with bombs, shoot enemies from afar with his bow and arrows, and cross gaps with the hookshot (which, like the boomerang, can also pick up faraway items). Link can dash across the screen and swim when he acquires the Pegasus Shoes and Zora Flippers, respectively, lift heaver objects with the Power Glove and Titan’s Mitt, call a bird to fast travel across Hyrule with the flute (more of an ocarina, really…), dig up items with a shovel, pound down certain blocks with the Magic Hammer, and capture bugs and restorative fairies with the bug-catching net (providing he has one, or all, of the four empty bottles). There are also many magical items available: the Bombos, Ether, and Quake Medallions cause the ground to explode, call down a lightning storm which also illuminates hidden paths, and unleash a shockwave, respectively, while the Cane of Byrna and Cane of Somaria protect Link with a magical barrier and spawn moveable blocks, respectively. The Magic Cape also renders you invisible and invincible for as long as you have it equipped and your magic meter lasts, and you’ll find both a blue and red mail that not only change Link’s sprite but also greatly reduce the amount of damage he takes.

Additional Features:
There’s a fair amount to do in A Link to the Past, though some Zelda staples are noticeably missing; there is no trading sequence here, no fishing game, and no collectibles to trade in for upgrades and other items. You can find items such as a mushroom and NPCs like the blacksmith’s brother to acquire new items, and will receive upgrades from fairy fountains and such, and there are four empty bottles to be discovered. These can be filled with coloured potions to restore your health and magic, fairies to resurrect you, and bugs to attack your enemies so they’re well worth tracking down. There are also twenty-four Heart Pieces scattered throughout Hyrule and the Dark World; every time you collect four, you’ll gain an extra heart of health and you’ll also get a whole new one for every boss you defeat, bringing Link’s health up to a maximum of twenty hearts. You can also reduce the amount of magic you use by half, are required to locate the Moon Pearl to freely move about in the Dark World, and can find hidden rooms (usually behind destructible walls) that yield Rupees and other goodies. You get three save files to play on and can take on Ganon as many times as you like after finishing the game, and hunt down any items and Heart Pieces you’ve missed, though there’s no second, harder adventure to unlock here. This version of the game also allows up to four save states and lets you rewind the game if you make a mistake, which is a godsend for some of the tougher areas, and the Game Boy Advance version of the game includes an optional dungeon, two additional quests that yield new items, and a multiplayer mode in which two to four players work together to solve puzzles and defeat bosses.

The Summary:
There’s a reason why The Legend of Zelda: A Link to the Past is so lauded within the Zelda community. It really was the greatest Zelda experience at the time, expanding upon the ambitious but limited first adventure and the aspiring attempt of the second game to be a more elaborate role-playing experience, and delivering the quintessential Legend of Zelda formula that was retained even when the series moved into 3D. A Link to the Past has long eluded me; growing up a SEGA kid, I wouldn’t get the chance to play it until I went out of my way to buy the Game Boy Advance port, which I was able to play through all the way to the final battle but never actually carried through to finish the game. The Nintendo Switch version offers gamers far more options to make this difficult adventure title a little easier thanks to the rewind function and save states, but this is still a title that refuses to hold your hand; the overworld is large and full of secrets, enemies, NPCs, and locations to explore, some of which are relevant and others you’ll have to come back to later when you have the right items. The presentation is absolutely top-notch; it’s a colourful, very detailed title that showcases the power of the SNES, with only a few moments of slowdown caused when there’s a little too much happening on the screen. The inclusion of the Dark World helps to keep things visually interesting, creating a distinct atmospheric vibe between the vibrant Hyrule and its desolate dark counterpart. The dungeons are a little too samey and confusing at times, some of the bosses were a bit disappointing, and it was lacking a few of the more prominent side quests and distractions that made later Zelda games so much fun to revisit, but I loved the sheer amount of detail packed into every aspect of the game. I didn’t grow up with A Link to the Past so I can’t say it’s my favourite of the classic Zelda games, but after finally playing it all the way through and really experiencing everything it has to offer, it definitely belongs in the top five of all-time Zelda greats and it’s obvious to me that this game alone fully justified the purchase of a SNES back in the day as it’s a fantastic showcase of everything that console was capable of.

My Rating:

Rating: 5 out of 5.

Fantastic

Was The Legend of Zelda: A Link to the Past a part of your SNES library back in the day? If not, when did you first play the game and how do you think it compares to other Zelda titles, particularly the two that came before it? What did you think to the introduction of the Dark World and Link’s quest to rescue the seven maidens? Which of the dungeons, bosses, and weapons was your favourite? What did you think to the visual presentation of the game, and would you say that A Link to the Past is the best 2D Zelda title? Did you ever find all of the Heart Pieces and fully upgrade Link’s arsenal? How are you celebrating the franchise today? Whatever your thoughts on A Link to the Past, leave a comment below or share them on my social media.

Game Corner [Zelda Month]: Zelda II: The Adventure of Link (Nintendo Switch)


On 21 February 1986, The Legend of Zelda (Nintendo EAD, 1986) was first released in Japan. The creation of legendary game designer Shigeru Miyamoto and Takashi Tezuka, The Legend of Zelda launched one of Nintendo’s most popular franchises. This year, I’m dedicating every Wednesday to Nintendo’s most famous silent protagonist, Link and his vast and enduring fantasy world of sword and sorcery.


Released: 16 January 2019
Originally Released: 14 January 1987
Developer: Nintendo
Original Developer: Nintendo R&D4
Also Available For: Famicom Disk System, Game Boy Advance, GameCube, Nintendo 3DS (Virtual Console), Nintendo Entertainment System (NES), NES Classic Edition, Nintendo Wii, Nintendo Wii U

The Background:
The brainchild of designer Shigeru Miyamoto, The Legend of Zelda purposely emphasised exploration and experimentation based on Miyamoto’s childhood love of exploring forests and caves. Selling well over 6.5 million copies, the game was a massive success and has been widely recognised as one of the greatest adventure games ever made. A sequel was released the very next year, one that proved to be one of the more divisive titles in the franchise for abandoning almost all of the original’s gameplay mechanics, This, however, was Miyamoto’s intention all along; he assembled an all-new team for Zelda II and infused traditional role-playing game (RPG) mechanics with both the adventuring gameplay of the first game and the sidescrolling action of the likes of Super Mario Bros. (Nintendo R&D4, 1985) and CastleVania (Konami, 1986). Emphasising tactical combat, obscure dialogue, and levelling-up to improve your abilities, Zelda II was a stark contrast to the first game but, surprisingly, this didn’t impact its sales or reception at the time. The game sold nearly 4.40 million copies worldwide and was apparently met with positive reviews for its unique presentation, expansion of the formula, and challenging gameplay. However, while many consider it a hidden and underappreciated gem in the series, Zelda II retains a largely negative reception; interestingly, while Miyamoto returned to the familiar top-down formula for the far more successful sequel, Zelda II went on to influence the franchise’s larger narrative and jump to 3D. The game has been re-released multiple times, though never with any enhancements beyond save states and rewinds, to allow new generations of players to form their own opinions of this black sheep of the franchise,

The Plot:
After saving the kingdom of Hyrule, fated hero Link must embark on a new quest to awaken Princess Zelda’s slumbering ancestor by placing six crystals in six temples, all while contending with monstrous forces seeking to revive the Dark Lord, Ganon, using Link’s blood!

Gameplay:
Zelda II: The Adventure of Link is a 2D action/adventure game in which players assume the role of the titular green tunic-clad protagonist and journey across the fantasy land of Hyrule, which is divided into forests, deserts, caves, and towns, searching for six crystals to revive a sleeping princess. At first glance, things are somewhat similar to the last game; you’re given three save files which you can name (though this name isn’t reflected in the in-game dialogue) and dropped into the game world after a bit of story text for context. However, as soon as you take control of Link, the differences between the first and second games become immediately apparent; firstly, Link begins in Zelda’s throne room in a traditional sidescrolling format like Super Mario Bros. This comparison becomes increasingly apt as you play with the controls and progress through the game; pressing B or X will see Link swipe with his sword, unleashing his patented Sword Beam when at full health, while A jumps! Jumping?! In a Zelda game? Outrageous! Link can also crouch (though less to duck beneath projectiles and more to perform a low attack) and holds a shield that will defend against some incoming ranged and melee attacks, but that’s it for his options at the start of the game. As soon as you leave the throne room, the game suddenly switches to a top-down view, but one markedly different to that of the first game; rather than presenting an action-oriented overworld, Zelda II takes more inspiration from traditional RPGs like Final Fantasy (Square, 1987) this time, with a few interactable elements and swarms of random battles appearing on the map. 

Gameplay is now infused with RPG elements, placing more emphasis on interaction and combat.

Yes, as you move around the overworld, little black monsters will randomly appear and make a beeline for you; if you come into contact with them, you’ll be warped to a sidescrolling section where you’ll either have to battle past enemies, simply walk offscreen, hop between platforms and over hazards, or collect special items to exit to the overworld. The enemies you face are determined by the sprite that touches you, the area you’re in, and how far into the game you are; touching a Bot-like enemy usually puts simpler enemies in your path, but touching a larger monster will spawn a greater challenge. Sometimes, these sidescrolling sections are mandatory to progress; you’ll randomly be deposited into a lava-filled cave, onto a bridge swarming with Bago-Bagos, or into a haunted graveyard and will have to fight your way out to move on. Defeating enemies will usually (but, annoyingly, not always) award experience points (EXP); yes, like other RPGS, Link must now gain EXP to level-up and increase his attack, health, and magic, all of which is essential for overcoming the game’s more challenging enemies and bosses. Occasionally, you’ll find Point Bags (either out in the open or dropped by defeated enemies) which will give you an EXP boost, and conquering each of the game’s Palaces will automatically award you with a free level. Link can level-up to a maximum level of eight and you’ll be able to select whether its your health, magic, or attack that’s increased each time you level-up, but the amount of EXP you need to level-up increases each time so it’s definitely worth defeating as many enemies as you can and grabbing all the Point Bags you see to get stronger faster. If you were paying attention there, you’ll have seen I mentioned magic; Zelda II introduced magic to the franchise, though it’s used a little differently than you might think. Each town Link visits shelters a wise old man who will freely teach you a spell (though sometimes you need to perform tasks, such as talking to specific non-playable characters (NPCs) or jumping down chimneys, to reach the old man). Pressing + brings up your list of spells and displays how many points they cost to use; you can then press – to perform the spell, though you can only perform them in sidescrolling sections, and the effects will only last for as long as the screen you’re on. Spells range from reducing the damage you take to changing your Sword Beam into a fireball and increasing your jump height and they’re absolutely essential for clearing the game’s Palaces. 

Zelda II is frustratingly obtuse at times and features an inconsistent difficulty level.

The first game is notoriously obtuse, rarely giving you much guidance about where to go and what to do, and Zelda II tries to address this by placing more emphasis on interacting with NPCs but, unfortunately, mistranslations muddy the water and leave you either with nonsense vagaries or out-right lies. In each of the game’s towns, Link can talk to NPCs for “hints” or have his health and magic restored, though some NPCS are actually enemies in disguise! There are also times when you need to perform fetch quests or talk to specific NPCs to gain new items or access to new areas; it’s again all annoyingly vague so I’d recommend just cutting out the middleman and using a guide right from the start. All the walkthroughs and level-ups in the world can’t help you when it comes to the game’s difficulty, though; while Zelda II is light on puzzles, requiring little more than the acquisition of keys and the use of certain items on the overworld, its Palaces are often sprawling mazes filled with instant-death lava or water and frustrating enemies, many of whom either take multiple hits to defeat or can resist your Sword Beam, making it useless a lot of the time. While enemies won’t respawn screen to screen, some come in seemingly endless swarms, others are invisible or invincible without certain items or spells, and others are placed in cramped hallways, making attacking and avoiding their attacks extremely aggravating. Perhaps because he’s not used to hopping over platforms, Link’s momentum is a bit janky here, meaning it’s easy to slip or bounce into death pits, and he also flies back upon taking damage, easily costing you a life. Yes, Zelda II also uses a life system; you start with three lives and, when they’re drained, you’re given the option to save your game or continue, which will return you to North Castle or the start of the current Palace, respectively, reducing your current accumulated EXP to zero in the process. While I can just about forgive a lot of the game’s oddities, the combat is awful here; since many enemies block your Sword Beam, you’ll be relying on jumping slashes to attack them, and Link’s range of attacks is sadly limited even after he gains new sword abilities, meaning combat is often as much of a chore as the tricky platforming and insane difficulty spikes peppered throughout the game. 

Graphics and Sound:
Fundamentally, Zelda II is graphically superior to the last game; the sidescrolling sections allow for greater detail in the sprites, particularly Link, and more detailed backgrounds than in the last game. Depending on where you are, you’ll load into various different areas on the overworld, from swamps that restrict your walking speed, to forests and traditional caves. The game’s Palaces share the same Roman-inspired aesthetic, featuring bricks and columns and statues and elevators, but each has a different colour palette and utilises its labyrinthine nature in different ways, such as incorporating crumbling platforms, destructible or falling blocks, lava pits, hidden drops, or pits that lead to lower areas. While Link looks more impressive than in the last game, he has no idle poses and his animation frames are severely limited; his sprites change when you acquire new moves or utilise certain spells, but he’s still limited by the NES hardware so he’s little more than a clunky lug here. Indeed, Zelda II may have been a little too ambitious for the time as the game’s performance struggles noticeably when enemies swarm on the overworld and when there are multiple sprites onscreen in the sidescrolling sections. Sprite flickering, slowdown, and even some glitches are surprisingly commonplace, which is odd considering how well made the first game was and how simplistic so much of the game is. Zelda II even struggles in the various towns, when NPCs wander around, going in and out of houses, to say nothing of the haunted graveyards and hazardous bridges, and you’ll see a lot of sprite tearing and performance issues when battling against the game’s bosses, too. 

While the game is a graphical improvement, it’s perhaps too ambitious for the NES hardware.

On the plus side, Zelda II includes some chirpy and memorable tunes; the main Zelda theme is here, of course, and the main Palace and boss themes are fun little earworms (which is good as you’ll be hearing them again and again). Sound effects like Link’s Sword Beam and blocking projectiles and nice and clear, too, and there’s a decent amount of variety in the game’s locations, if not in the Palaces, which are very copy/paste even with their different colour schemes. Occasionally, you’ll find areas on the overworld where you need to use certain items, either manually (like the hammer and flute) or automatically (like the raft), and there are even some hidden paths and tiles that lead to Point Bags, Magic Jars, or upgrades to your health or magic bar.  Although Zelda II emphasises interacting with NPC, dialogue is extremely limited and littered with mistranslations; thankfully, you can simply hit B to skip dialogue without missing out on the benefits, such as having your health restored. Cutscenes are basically non-existent here; there’s a little animation on the title screen, some story text, and some flashing visuals when you defeat a boss, but that’s basically it until you reach the final Palace. Zelda II is one of the few Zelda games where series antagonist Ganon doesn’t appear at all (unless you lose all your lives and then he’ll taunt you from the Game Over screen) and it also doesn’t feature Link’s iconic secondary weapons like the boomerang or bow and arrow, meaning things get very basic and repetitive very quickly. 

Enemies and Bosses:
A wide variety of monstrous beings will dog Link’s progress in the game’s sidescrolling sections and Palaces, many of them new and unique to this game (as far as I can tell). We’ve got the standard bat-, bird-, snake-, spider-, and jelly-like cannon fodder that swoop, spit, and pounce about, annoying skeletal fish that leap out from water and spit projectiles, and ghostly eyeballs and floating heads that swarm the screen endlessly, bobbing about and decimating your health bar in seconds. It’s not long before you’re challenged by more frustrating enemies; Moblins, Iron Knuckles, Lizalfos, and Stalfos quickly become commonplace, defending against your Sword Beam and attacking with daggers, swords, maces, tridents, and even jump attacks. It can be difficult to land hits on them since you’re reliant on your jumping attacks and their projectiles can be incessant, making them frustrating encounters even when you’re at a higher level. This threat is escalated by the likes of the Doomknockers, Fokkas, Fokkerus, and various teleporting wizards; these guys will hop about, toss a barrage of axes or flames, and need the use of a spell in the latter’s case to even defeat. Toss in the barrage of damage sponge Bubbles, expendable Wosus, fireball-spitting statues, and worm-like creatures and it quickly becomes an uphill battle getting past even the simplest of areas as you have to avoid attacks or switch up your playstyle to overcome the enemies before you.  

The game’s enemies and bosses can be aggravating due to the clunky combat mechanics.

Seven crystals in seven Palaces means, you guessed it, eight bosses to overcome in Zelda II, including the game’s true final boss. This time around, the bosses all have a life bar, similar to the Mega Man series (Capcom, 1987 to present), and drop a key after being defeated, which unlocks the Palace exit. The first boss you encounter is the horse-headed Mazura, whose armour protects him from all your attacks and whose swinging mace will decimate you if it makes contact. Your best bet here is to avoid being backed into a corner and activate your Shield spell to reduce the damage you take since you’ll need to use jumping slashes to hit his only weak point, his head. You’ll use these same tactics against the second boss, Jermafenser, a massive armour-clad knight whose head will detach after a few hits! However, Jermafenser is a bit of a joke; your shield will block his projectiles and, by this point, you should have the downward thrust, which makes short work of him, meaning the journey through Death Mountain and battles against the aggravating Dairas is more of a challenge! The third boss you encounter, Rebonack, is essentially a blue Iron Knuckle on a mechanical horse. He’ll charge across the screen and try to skewer you with his lance, meaning you need to time a downward thrust to rob him of his steed, after which you simply need to block, jump, or duck to defend against his barrage of daggers and attack his head as you would a normal Iron Knuckle. What makes Rebonack unique, though, is that you battle him again later in the game as he appears twice more as a mini boss in Three-Rock Palace, though he’s even easier in these encounters since you’re more powerful at that point. When you reach the Great Palace, you’ll also encounter another mini boss-like enemy, a Giant Bot that splits into several regular Bots upon being hit and slows the game to a crawl as a result. 

Many bosses are surprisingly disappointing and nowhere as challenging as the journey to them.

Journeying through Maze Island Palace will see Link clash with the wizard-like Carock, which is essentially a larger Wizzrobe variant. Because of this, battling it is extremely easy as you can simply activate the Reflect spell and crouch down in a corner; Carock will teleport about firing energy waves at you, but Reflect will send them right back, killing it in seconds. In comparison, the hulking Gooma is more of a challenge; slow and lumbering and wielding a spiked, chained ball, this monster requires a lot of patience as you use the Jump, Shield, and Life spells to avoid and endure his attacks and land hits to his torso. The dragon-like Barba was probably a lot harder in the original game but is made a lot easier with the Nintendo Switch’s rewind feature; it randomly rises from one of three lava pits to spew easily-voidable flame breath at you, so you need to be in the right spot to attack its head when it appears, which is easy to do when you can rewind the game on the fly! The penultimate boss, Thunderbird, poses the most significant challenge; not only must you reach it with a full magic bar since you need to cast Thunder to make it vulnerable, but it floats about spitting endless fireballs and can only be damaged by hitting its face. Once you defeat it, you’ll go straight to the final room and boss, with the damage and magic you lost fighting Thunderbird carrying over. Thankfully, the final boss, Dark Link, can be a bit of a let down; while Link’s shadow copies all his sword attacks and blocks yours with his shield, you can crouch or stand in the corner and easily cheese him, making the final challenge extremely anti-climactic considering how tough the rest of the game is. 

Power-Ups and Bonuses:
Unlike most Zelda games, Zelda II doesn’t include Rupees or shops and defeated enemies will not drop hearts to refill your life meter. The only way to restore Link’s health is to find a fairy on the overworld or in a sidescrolling section, level-up, visit an NPC at a town, or find a Heart Container, meaning you’ll mostly be relying on spells like Shield and Life to help reduce damage and restore your health. On the plus side, NPCs will aid you for free, though you’ll sometimes have to jump through some hoops to reach the old man and helpful knights who provide new spells and attacks. Although Link doesn’t get to use iconic sub-weapons like the bombs or hookshot, he can acquire items in each Palace to aid his quest; many of these are passive, automatically activating once you acquire them, such as the candle, raft, boots, key, and magic cross. These automatically light up dark areas, reveal hidden enemies, allow you to traverse streams or bodies of water, and open every door in the game unlike items like the hammer, flute, handy glove, which are activated on the overworld in the case of the former and powerup your sword attacks in the case of the latter to let you smash blocks. 

In place of his usual weapons, Link utilises spells and new sword attacks to progress.

Link is taught eight spells throughout the game that are required to conquer the Palaces. Some are more tactical than others; for example, you don’t have to cast Shield or Life if you’re skilled enough to defeat enemies and bosses with little to no damage, and I only cast Spell a few times in dungeons swarming with Girubokkus and Moas since it turns them (and many other enemies) into harmless Bots. However, you absolutely will need to cast Jump to increase your jump height and reach new areas, you’ll need Fairy to transform into a tiny fairy and bypass larger gaps, and Fire and Reflect are both necessary to defeat certain enemies. Thunder, the most powerful spell in the game, will obliterate all onscreen enemies but it costs so much to use that I only employed it against Thunderbird since that’s the only time it’s unavoidable. Link can also learn two additional sword attacks, the downward and upward thrust, which are super useful for defeating enemies beneath and above him, though it’s not going to help you against Iron Knuckles and other similar enemies, which is annoying. Finally, in addition to finding Point Bags and magic jars, you’ll occasionally come across Link Dolls that will grant you an extra life, though this is sometimes detrimental as it means wasting more time just trying to save the game. 

Additional Features:
As is tradition for the Zelda franchise, numerous Heart Containers can be found all across Hyrule; acquiring these will refill and extend your health bar, and you only need to find one to do this rather than four or five like in other games. Additionally, Magic Containers will do the same thing for your magic bar, so it’s worth exploring a bit to find these, even if it means battling more enemies. As alluded to earlier, some NPCs will only help you after you’ve performed certain tasks or spoken to certain characters; there’s a mirror, water, and kidnapped child to find in order to learn certain spells, Link will need to use Jump and Spell to reach certain houses or unearth areas, and you’ll need to use the flute and hammer on the overworld to eliminate otherwise impassable monsters or reveal hidden areas. Finishing the game allows you to save and alters your save file; selecting it will begin the game anew, with all your spells and level-ups intact, though you’ll have to find all the items and beat all the Palaces again. You can skip to this game by selecting the “SP” version from the Nintendo Switch Online menu, and of course you can abuse the rewind and save state feature to make the game a bit less challenging, but it’s still a tough experience even with these quality-of-life features. 

The Summary:
I put off playing Zelda II: The Adventure of Link for years; I purposely downloaded it for the Nintendo Wii just to play it years ago but never actually sat down with it until this playthrough, and even then I was very reluctant after all the negativity surrounding it. Unfortunately, I have to say that the criticism this game often gets is entirely justified; it’s such a radical departure from the first game that it’s almost like a completely different game, and the challenge it offers is neither fun or rewarding. Things start out okay enough, but the difficulty spikes dramatically once you reach Death Mountain (the second area of the game, I might add!) and then becomes wildly inconsistent after that. Sometimes you’ll be bombarded with small, annoying enemies and projectiles or forced to fight tricky enemies like Iron Knuckles in narrow hallways, and other times rooms will be largely empty or contain simple platforming sections. I wasn’t a fan of the basic overworld, the aggressive random battle system, or the switch to a sidescrolling perspective; this only works in small doses in Zelda games and the NES just isn’t capable of giving Link the range of movement or attack options required to best utilise this perspective. I didn’t mind the level-up mechanics, or the use of spells, and grinding wasn’t too much of a slog for me unless I was battling Iron Knuckles, but the spells were quite mundane and circumstantial, and I missed using other weapons and solving puzzles. Instead, the game relies on mazes, vague hints, and trial and error to nudge you along, making for a confusing and aggravating experience as I don’t like referring to a walkthrough when I’m playing games. I liked the music, and aspects of the graphics, and the bosses were visually quite impressive, if mostly ridiculously easy compared to what you go through to reach them. Ultimately, I don’t think you’re missing out if you’ve never played this one; it’s a curious oddity in the franchise, one that’s easily skipped over in favour of the more enjoyable sequels, but it could provide some enjoyment for nostalgic gamers seeking to relive the days when videogames were unnecessarily difficult.

My Rating:

Rating: 2 out of 5.

Could Be Better

Have you ever played Zelda II: The Adventure of Link? Were you put off by the changes to the gameplay and mechanics, or did you enjoy that it mixed up the formula? What did you think to the game’s difficulty and use of RPG mechanics? Did you struggle to work out where to go and what to do? Which of the game’s spells and bosses was your favourite? What did you think to the final boss? Would you like to see Zelda II remade or a return to this style of game for the franchise? How are you celebrated The Legend of Zelda this month and where games are your favourite? Whatever your thoughts, leave a comment below and maybe check out my other Zelda content. 

Game Corner [Zelda Day]: The Legend of Zelda: Link’s Awakening (Nintendo Switch)


On 21 February 1986, The Legend of Zelda (Nintendo EAD, 1986) was first released in Japan. The creation of legendary game designer Shigeru Miyamoto and Takashi Tezuka, The Legend of Zelda launched one of Nintendo’s most popular franchises, with its silent protagonist, Link, and his vast fantasy world of sword and sorcery not only enduring over time but constantly evolving and improving as the series progressed.


Released: 20 September 2019
Originally Released: 6 June 1993
Developer: Grezzo
Original Developer: Nintendo EAD
Also Available For: Game Boy, Game Boy Color, Nintendo 3DS Virtual Console (Original/DX release)

The Background:
As some of you may be aware, my very first introduction to the Legend of Zelda series (Nintendo EAD/Various, 1986) was with The Legend of Zelda: Link’s Awakening (ibid, 1993) on the original Game Boy. Beginning as an unsanctioned side project of programmer Kazuaki Morita and evolving from a desire to port the incredibly successful Legend of Zelda: A Link to the Past (ibid, 1991), it was genuinely impressive how the developers were able to cram so much into such a small cartridge. Link’s Awakening was critically acclaimed and is widely considered to be one of the best Game Boy titles ever released. The game received a slightly enhanced colour upgrade on the Game Boy Color in 1998, which was also received very well, but I was stunned when Nintendo announced an all-new, high definition remake for the Switch in 2019 as the game always felt like more of a cult favourite compared to other mainstream Zelda titles. The Switch remake of Link’s Awakening was spearheaded by Grezzo, the development team who had ported and enhanced Zelda’s Nintendo 64 efforts to the Nintendo 3DS, and the team immediately sought to separate the game from other Zelda titles by not only returning to the classic top-down perspective but adopting a quasi-isometric, diorama-inspired look that made the entire game appear to be constructed out of plasticine figures. Upon release, Link’s Awakening was met with glowing reviews as critics praised the visual presentation, music, and quality of life improvements; it was also the fastest-selling Switch game of 2019 and scored very highly across the board, assuring that Link’s Awakening was finally recognised as one of the best Zelda titles out there.

The Plot:
After defeating the dark wizard Ganon and rescuing Princess Zelda, Link embarks on a quest across the sea in search of enlightenment and ends up caught in a terrible storm and washing up on the shores of the mysterious Koholint Island. Link finds the island tormented by monsters who are the creation of the malevolent “Shadow Nightmares”, a dark entity who will do anything to keep the legendary Wind Fish from waking. However, Link takes up his sword and shield to oppose Nightmare, only to discover that not everything is as it seems on the all-too-familiar Koholint Island…

Gameplay:
The Legend of Zelda: Link’s Awakening is a top-down (well, more like a slightly isometric) action/adventure role-playing title in which players are placed into the familiar green hat and tunic of Link, the long-running protagonist of the series. As is the case in many Zelda titles, you can customise Link’s name at the file select screen; you get three save files (and a temporary autosave file) that you can personalise, and characters will refer to you by that name throughout the story. For those keeping track, this is the same Link who starred in A Link to the Past, making Link’s Awakening one of the rare Zelda titles to feature the same Link, and which possibly explains the many similarities between the two titles. Link begins the game with three hearts representing his health and stripped of his sword, shield, and all of his recognisable weapons but is quickly provided with his trusty shield, with is mapped to the ZR button and allows him to block incoming attacks and push through certain enemies. You’re then tasked with using the shield to head down to the beach and retrieve your sword, which is mapped to the B button; you can tap B to swipe at enemies or hold the button to charge up Link’s trademark Spin Attack, which sees him spin around in a circle and damage any nearby enemies once the button is released. Link can also pick up and throw certain items and objects (such as Cukkos and, later, pots), using the A button but he’ll need to journey to a whopping nine dungeons to retrieve the rest of his gear and further explore the mysterious Koholint Island.

After acquiring his sword, Link sets out on a new adventure fill with hijinx and dangers.

Along the way, Link will encounter a number of non-playable characters (NPCs), most of whom offer hints about where to go next, ask for specific items to be brought to them as part of the elaborate trading sequence, or comment on the events happening in the game or on the island in general. Some will actually follow you around, which becomes necessary to enter specific dungeons; a blue-hued rooster will follow you and allow you to fly over gaps to reach the Eagle’s Tower, for example, a ghost will start to follow you and eventually gift you an empty bottle, and Link’s saviour, Marin, will accompany him to move a walrus out of the way and let him access Yarna Desert. Not all NPCs are entirely harmless, though; attack Cukkos or dogs and they’ll hit you back, you’ll need to use a Chain Chomp to navigate through the Gopongo Swamp, and the shopkeeper will electrocute you to death and you’ll be branded a “THIEF” for the rest of the game if you steal from him. As mentioned, Link’s health is measured in hearts; as you explore, you may find Heart Pieces hidden in caves, buried underground, under water, or generally strewn around the environment. Collect four of these, and your maximum health will be refilled, and you’ll automatically gain an extra heart after defeating each dungeon’s Nightmare boss. Unlike a number of other Zelda games, players don’t need to worry about a magic gauge in Link’s Awakening; instead, there’s a greater emphasis on collecting Rupees, the currency in the Zelda franchise, in order to purchase additional items, objects for the trading sequence, and even collectibles such as Heart Pieces. Rupees are primarily found by slashing grass, defeating enemies, digging in the ground, and opening treasure chests and Link appears to be able to hold 9999 Rupees, so you don’t need to worry about upgrading his wallet or anything. I tend to spend my time in Zelda games furiously swiping at grass and defeating onscreen enemies, so I’m used to collecting as many Rupees as possible, but other players may find it a bit tedious, though it’s absolutely necessary if you want to progress because you need the shovel and the bow in order to access later areas and you’ll never collect everything the game has to offer without paying money for some of them first.

Koholint Island is huge and full of pick-ups, warps, NPCs, and enemies.

You can jump to the equipment subscreen at any time with the + button; here, you can view key items you’ve collected and assign two items from your inventory to the X and Y buttons, save or load your game, or flick over to the map screen (which can also be accessed with -) to plot a route to your next destination. The map is initially shrouded in fog but more of it is revealed as you explore, and you can use pins in to set reminders for yourself; Link can also review “memories” from this screen, which allow you to re-read advice from the mysterious Owl and certain previous conversations so you know where you’ve been and get some idea of where to go next. The Owl will appear in key areas across the overworld offering hints and encouragement, and you can call Ulrira in Mabe Village for further hints, but you’re basically free to explore at your leisure. You won’t be able to access certain areas without weapons or items from dungeons, though, and generally you need to tackle the dungeons in a specific order so that you can access the next, but your journey across Koholint Island eventually gets easier as you defeat the Nightmare bosses. Initially, you won’t be able to lift rocks, clear gaps, or swim, for example, but you’ll acquire the tools necessary to overcome these obstacles in the dungeons; similarly, you can activate fast travel warp points and, later, learn a song for your ocarina that will enable you to use these freely.

Dungeons are filled with puzzles, some simple like pushing blocks and others more frustrating.

Still, the game doesn’t make too much of an effort to hold your hand and it can be tricky to figure out where to go next, meaning that you have to be a little proactive to figure things out and experiment a bit. This is especially true in the game’s dungeons, which can be quite labyrinthine and see you travelling between different floors and acquiring small keys to unlock doors. Each dungeon has a compass and a map that will greatly assist with your progress; these allow you to see all possible routes and even indicate when there’s a chest or item in a room, but they’re often locked behind a series of puzzles. These may be as simple as stepping or pushing a block on a switch, pulling a pulley, pushing blocks together, or defeating all onscreen enemies but they get tougher as the game progresses. Sometimes you’ll have to defeat enemies in a specific order, or guide a pathmaker around to create temporary paths, or pick up and throw a weighted ball into columns, or toss some chess pieces in just the right way so they land in specific spots (a very frustrating mechanic, for sure). Sometimes, rooms and hidden passageways are hidden behind breakable walls (which must be exploded with bombs) or rocks (which must be lifted up) both in dungeons and on the overworld; other times, you’ll need to hunt down specific items or work through a looping maze in the right order, and you can even increase the game’s challenge by playing in “Hero” mode from the file select screen (which sees you taking twice as much damage and losing the benefit of enemies dropping hearts).

Graphics and Sound:
Honestly, screenshots do not do this game justice; the plastic figurine look used to bring this world to life is absolutely amazing and I find it such an adorable, whimsical stylistic choice that really makes everything vivid and charming to behold. The soundtrack is equally imaginative, composed primarily of woodwind instruments and flutes and such, and adds a lot of appeal to the game and even features a bit of the classic chip-tune music in the credits, which was a nice touch. You know things are kicking up a notch after Link acquires his sword and Koji Kondo’s iconic Zelda theme kicks in, but each area is brought to life as much by the music as the attractive visual style of the game and all of the characters and models are full of visual quirks and charming little animations that just make the game a joy to play and look at.

The game’s visual style and variety is charming and gorgeous, and it even includes some anime cutscenes.

Koholint Island is quite a large area for Link to explore and full of many of the usual Zelda environments and trappings; he begins in a quiet little village and journeys to a desert, a crumbling tower, a boulder-strewn mountain top, and a desolate swamp while traversing a vast field peppered with enemies, obstacles, and such sights as a graveyard, bridges, a castle, and a foggy forest. Contrary to the original title, and other top-down Zelda titles at the time, the entire overworld is connected without any screen transitions unless you enter a building or cave, which really helps speed traversal up and makes the world feel interconnected and alive. Some NPCs will relocate as the story progresses, which is fun, and you’ll often be required to take the long way around to reach some of the dungeons (especially in the first instance), though the interiors of the dungeons are often somewhat interchangeable. This isn’t always the case, of course; Bottle Grotto (fittingly) contains a lot of bottles), Catfish’s Maw and Angler’s Tunnel veer more towards water elements and puzzles, and Turtle Rock features and abundance of lava, and you’ll notice more and more maze-like elements as the difficulty of the dungeons progresses. Every dungeon also features at least one 2.5D sidescrolling area that sees you using ladders, moving platforms, and the Roc’s Feather to hop around in short platforming sections and the game is opened and ended by some beautiful (if very brief) anime cutscenes, and while there is no voice acting, sound bites and voice clips accompany both Link’s attacks and reactions and the in-game text boxes.

Enemies and Bosses:
Koholint Island is inhabited by a number of recognisable Zelda enemies and traps that will constantly try to impede Link’s quest; you’ll encounter stone-spitting Octorocs, spider-like Tektites, and annoying Zora’s will pop out of water to fire projectiles at you. Zols often appear in dungeons, with the red variants multiplying with each hit, bat-like Keese and the snake-like Ropes often appear in caves, and you’ll even encounter a number of enemies that can’t be traditionally bested. Most of your enemies can be dispatched with just one swipe of your sword, but others require a bit more strategy: the Moblins and Darknuts will defend against your attacks with their shields and must be stunned by deflecting their sword swipes, Spiny Beetles and Helmasaurs must have their rocks and masks removed to better attack them, and the Pols Voice can’t be damaged by your sword at all. Oddly, Link’s Awakening contains a number of enemies from the Super Mario franchise (Various, 1983 to present): Thwomps, Bob-ombs, Goombas, and Shy Guys are all over the place, and you’ll even come across an evil version of Kirby!

A number of mini bosses must be defeated to activate warp points ad acquire new weapons.

Each dungeon, and certain other areas in the game, features at least one mini boss; defeating these will activate a warp point in the dungeon and often leads to you acquiring the weapon or item necessary to defeating the Nightmare boss. These range from larger versions of regular enemies, such as the Moblin Chief and Armos Knight, and familiar Zelda enemies like the Master Stalfos (who must be damaged with bombs when reduced to a pile of bones) and Gohma (who can only be damaged by firing arrows into their open eyes. The most recurring of these is the golem-like Hinox, which will grapple you or throw bombs your way, but are easily defeated with your trusty sword, and you’ll sometimes have to battle more than one in the later dungeons. Often, these require a little more strategy than the average enemy; you need to jump over the Spike Roller’s spiked pole to get to him, toss bombs into the Dodongo Snakes’ mouths, and can only defeat Rover by throwing its weighted ball back at it, but you’re usually rewarded with a life-restoring fairy for your efforts (to say nothing of the extra weapons).

After a simple first boss, you’ll need to use Link’s new weapons and be adaptable to triumph.

Each dungeon contains a magical instrument that is guarded by one of eight Nightmares; often, the key to defeating the Nightmare will lie in the weapon you acquire in that dungeon, and each one gets progressively difficult as you journey on. The first boss, Moldorm, is a walk in the park: this worm-like creature randomly pulsates around the enclosed arena and can only be hurt by hitting the glowing weak spot on its tail, which will send it into a frenzy and cause it to become more and more aggressive as the fight progresses. In the Bottle Grotto, you’ll battle the clown-like Genie, who tosses fireballs at you and hides in his bottle to avoid your attacks. You’ll need to grab the bottle and throw it against the wall to crack and, eventually break it, then swipe at Genie when it becomes corporeal to finish it off. The Slime Eye at the end of Key Cavern requires use of the Pegasus Boots to split it in two so you can swipe at its eye, but the two gooey monsters will drop down from the ceiling to either land on you or stun you with a shockwave, making them tricky to land a hit on at times. The fearsome Angler Fish is fought in a 2.5D perspective and underwater, meaning that your movements are as limited as your attack options; you’ll need to swim your way past the debris it drops from the ceiling, fending off its smaller minions as you try and swipe at the glowing tendril on its head.

Bosses get increasingly tougher as the game progresses but are generally not too challenging.

Probably one of the more difficult bosses for me was the Slime Eel; this fight is complicated by a mace-like tentacle in the middle of the stage that you must jump over as you try and snag the boss’s head with your hookshot and expose its weak spot. Facade can also be a bit tricky; this gigantic face leers at you from the floor and causes tiles and pots to fly at you from all around the room and can only be damaged by placing bombs on it while watching for the holes it causes to form in the arena. When you finally manage to reach the top of Eagle’s Tower (easily one of the game’s more obtuse and annoying dungeons), you’ll battle the Evil Eagle; this giant bird hovers just out of reach and tries to skewer you with feathers, charges at you with its beak, and flaps its wings to try and force you from the platform and to the spikes below. Thankfully, it’s easy enough to shield against his attacks and toss your boomerang up at him, or fire off arrows and swipe at him as he flies past trying to attack you. The final dungeon is guarded by  Hot Head, an anthropomorphic fireball that emerges from a lava pit to blast molten rock at you, and which can only be damaged with the Magic Rod. Once you’ve blasted away its outer shell, it’ll bounce all around the arena trying to pummel you to death, but is easily finished off if you keep your wits about you.

The game’s final boss assumes many forms, with some representing the game’s toughest challenge.

Once you’ve acquired all of the magical instruments, you can scale Mount Tamaranch to play the “Ballad of the Wind Fish” on your ocarina and gain access to the Wind Fish’s Egg; however, this final dungeon is a looping maze that you’ll never be able to navigate without completing the trading sequence and acquiring the magnifying glass to read a book in the Mabe Village library that has directions to the final boss. Shadow Nightmares is easily, and fittingly, the toughest boss in the game and boasts six distinct forms: the first is a giant Zol that bounces and materialises around the arena and can only be damaged by sprinkling Magic Powder on it. Next, the boss assumes the form of Araghim from A Link to the Past and is battled in very much the same way; Araghim teleports around and fires two types of projectiles at you, one that explodes in your face and one a fireball that can be smacked back to damage him. Afterwards, the boss becomes a shadow version of Moldorm, which is a bit of a let-down, but it more than makes up for it by assuming the form of Ganon! Hands down the hardest fight in the game, Ganon twirls his trident and fires flaming bats at you before tossing his trident your way, giving you a very limited window to loop around behind him or charge into him with your sword. The next form is simply a Lanmola that cannot be damaged by your sword but only needs to be hit once with another weapon to force the boss into its final, truest form: Dethl. A large, shadow, pulsating mass sporting two mace-like tentacles, Dethl isn’t really too difficult to defeat; simply jump over its arms and fire arrows into its big green eye when it opens and the Shadow Nightmares will finally be destroyed, the Wind Fish will awaken, and Koholint Island will disappear forever.

Power-Ups and Bonuses:
As mentioned, it doesn’t take too long for Link to reacquire his traditional sword and shield, and as you progress through the game’s dungeons you’ll acquire a number of recognisable weapons and items to add to Link’s arsenal, such as the Power Bracelet to lift items (and the Powerful Bracelet to lift even larger items), the hookshot to stun enemies from a distance and cross certain gaps using stones and other specific parts of the environment, bombs to blast open walls and defeat groups of enemies, bottles to store life-restoring fairies, and an ocarina that is useful for accessing certain areas, warping across the map, and accessing the final boss.

Link can acquire some familiar weapons and even pick-up temporary power-ups.

Other pivotal items include the shovel (which is necessary for digging up collectibles), the traditional boomerang (which can only be acquired through the trading sequence), and the bow (which must be purchased). Magic Powder allows you to damage certain enemies and light fires (but becomes completely redundant once you acquire the Magic Rod), you can fire bomb arrows by equipping the bow and the bombs at the same times, the Mirror Shield lets you reflect lasers and certain projectiles, and the Roc’s Feather allows you to jump. The Pegasus Boots let you charge ahead (and can be used in conjunction with the Roc’s Feather to clear longer gaps), the flippers let you swim and dive under water, and you can sometimes find Secret Medicine to restore your health upon death. Additionally, you’ll sometimes come across temporary power-ups: the Guardian Acorn and Piece of Power will temporarily reduce the amount of damage you take and increase your attack power, respectively, which can be super useful in certain situations.

Additional Features:
There are thirty-two pieces of heart to find scattered throughout Koholint Island’s overworld, which will increase your health up to twenty hearts; sometimes you’ll dig these up or knock them out of trees, other times you can buy or find them in hidden caves or under water and such, and other times you can play for them in mini games. These include a mechanical claw game and a fishing game, both found in Mabe Village and costing you some Rupees to play; manoeuvring the claw and landing a big fish can be a bit tricky, but it’ll grant you an extra bottle, Heart Piece, ammo and Rupees, items for the trading sequence and a number of Secret Seashells. There are fifty Secret Seashells to find, and it’s well worth your time seeking them out with your shovel, lifting rocks, and exploring with your different weapons and items as they can be cashed in at the Seashell Mansion to gift you with a sensor that alerts you when they’re closer and a more powerful sword that fires out an energy beam when your hearts are full. As alluded to, there’s a lengthy trading sequence that’s necessary to acquire the boomerang and navigate to the final boss; this sees you acquiring specific key items (such as bananas, a Yoshi doll, and a magnifying lens) and bringing them to specific NPCs to swap for another item, which is a fun little distraction that gives you an excuse to talk to as many characters as possible.

Search for Seashells, switch to a new tunic, and create your own dungeons!

There are also figurines to collect and place on certain stands in houses (though I was only able to find two) and the Color Dungeon from the GameBoy Color version is also present. This optional, additional dungeon can be missed but it’s well worth your time seeking out as, once you best its enemies and puzzles, and defeat the gigantic Hardhit Beetle, you’ll be able to pick from either a blue or red runic to increase your defence or attack power, respectively (personally, I chose the red tunic as I’m a more offensive player). Finally, there’s a new addition to the game in the form of Chamber Stones; these must be brought to Dampé, who will challenge you to create custom dungeons by mixing and matching rooms, puzzles, sub-bosses, and bosses from the game’s existing dungeons. Each time you beat a regular dungeon, and Dampé’s tutorials, you’ll gain additional Chamber Stones, +Effect Panels, and collectibles and it’s quite a fun little addition since you can create your own dungeons to play through and challenge others to complete.

The Summary:
Even after all this time, I still adore The Legend of Zelda: Link’s Awakening; it was the first Zelda game I ever played and owned, and I used to enjoy playing through it on the old GameBoy brick even before I picked up the Virtual Console version of the GameBoy Color deluxe version, so I was super excited to hear that it was being completely rebuilt for the Nintendo Switch. This new version is everything the original game was but rendered in such gorgeous detail that it’s so much more than just a throwback to a simpler time of Zelda videogames; the plastic figurine aesthetic is charming and whimsical and I’d love to see it evoked for future recreations of older Zelda titles, and it may very well be the most visually appealing game I’ve played on the Nintendo Switch so far (and yes, that includes it’s bigger and more expansive cousin). It’s amazing how big Link’s Awakening is; it definitely feels like there’s more in this version of the game, but the developers didn’t add any new dungeons or areas or anything (which is a bit of a shame, to be honest). It’s just that big of a game, which just makes the original seem even more impressive in hindsight. There’s loads to do and keep you busy here, from backtracking to previous areas, to hunting down collectibles, to completing the trading sequence and, of course, tackling the game’s dungeons, and the game is just the right level of challenge; some puzzles and dungeons are trickier and tougher than others, but that’s par for the course of a Zelda title. Honestly, it’s worth picking up for the gorgeous graphical style and music as much as the engaging, classic Zelda gameplay and I can only hope that Nintendo revisit some of Link’s earlier adventures in the same way going forward.

My Rating:

Rating: 5 out of 5.

Fantastic

Have you played this new version of The Legend of Zelda: Link’s Awakening? How do you feel it compares to the original and its colourised counterpart and where would you rank it amongst all the other Zelda titles, specifically the 2D adventures? Were you a fan of the more surreal narrative elements in the game, and the difficulty and challenge it offered? Which of the dungeons and Nightmares was your most, or least, favourite? Were you able to navigate the Wind Fish’s Egg without directions? Did you ever steal from the shopkeeper? Were you able to find all of the Secret Seashells? Which Zelda game is your favourite and how are you celebrating the franchise today? Whatever your thoughts on Link’s Awakening, sign up to leave a comment below, or let me know on my social media.

Game Corner [Zelda Day]: The Legend of Zelda (Nintendo 3DS)


On 21 February 1986, The Legend of Zelda (Nintendo EAD, 1986) was first released in Japan. The creation of legendary game designer Shigeru Miyamoto and Takashi Tezuka, The Legend of Zelda launched one of Nintendo’s most popular franchises, with its silent protagonist, Link, and his vast fantasy world of sword and sorcery not only enduring over time but constantly evolving and improving as the series progressed.


Released: 7 June 2011
Originally Released: 21 February 1986
Developer: Nintendo
Original Developer: Nintendo EAD
Also Available For: Family Computer Disk System (Famicom), Game Boy Advance, GameCube, Nintendo Entertainment System (NES), Nintendo Switch, Nintendo Wii, Nintendo Wii U

The Background:
The Legend of Zelda was created by designer Shigeru Miyamoto (the man responsible for Nintendo’s popular mascot, Super Mario) and Takashi Tezuka; in fact, Zelda and Super Mario Bros. (Nintendo EAD, 1985) were developed simultaneously and so, to separate the two games, Zelda was purposely made far less linear and based around both exploration and experimentation, with Miyamoto drawing inspiration from his childhood love of exploring forests and caves. Although players are free to name the game’s protagonist, he was dubbed “Link” to suggest an emotional “link” between the player and their avatar and his story was framed as a “coming of age” tale that would allow the player to grow alongside their silent, but by no means less iconic, game character. The Legend of Zelda was hugely successful for Nintendo, with the game selling well over 6.5 million copies and Nintendo even commissioned a special gold cartridge variant for its North American release. The game was met with universal praise during its release and is still regarded as one of the greatest adventure game of all time. Although I was aware of the franchise thanks to the much-maligned animated series, being a SEGA kid growing up I didn’t play a Zelda title from start to finish until I got The Legend of Zelda: Link’s Awakening (ibid, 1993). This was enough to hook me on the franchise, however, which grew to a deep affection thanks, of course, to The Legend of Zelda: Ocarina of Time (ibid, 1998). The original title, though, had always eluded me so, with this year marking the game’s thirty-fifth anniversary, I figured now was as good a time as any to sit down and give it a go.

The Plot:
The peaceful kingdom of Hyrule is suddenly invaded by the malevolent Ganon (or “Gannon”, as he’s referred to in-game) and his monstrous army. Having already stolen the Triforce of Power, one part of the legendary Triforce, he kidnaps Princess Zelda to acquire the Triforce of Wisdom. However, after she separates the Triforce of Wisdom into eight fragments, it’s up to Link, a plucky young boy from the forest, to journey across the land, recover the Triforce fragments, and put an end to Ganon’s dreams of world conquest.

Gameplay:
The Legend of Zelda is a 2D, top-down action/adventure game set in the fantasy land of Hyrule. One of the few NES titles to feature a battery back-up save feature, players can create one of three save files and save their progress whenever they die in the game, which is a necessary feature given how large the game is. Unlike the majority of Zelda games, though, the name you give to your save file isn’t reflected in-game; when you rescue Princess Zelda at the game’s conclusion, she refers to you as “Link” no matter what you title your save file, making this original adventure one of only a handful of Zelda titles to actually use that name to refer to its green-garbed protagonist.

Defeat enemies with your trusty sword, which shoots out beams when you’re at full health.

Once you’ve created your save file, you are immediately dropped into Hyrule and left to fend for yourself. Link moves in a grid-like pattern across the map and comes complete with a shield that will block most enemy projectiles as long as he is facing them. If you enter the cave at the top of the game’s first screen, you’ll acquire a sword, allowing you to dispatch most enemies in one of two ways: the first is a tried-and-tested sword swipe and the second is an energy bolt that fires from your sword as long as you are at full health, which really helps to clear the screen of enemies from a safe distance. Defeated enemies may occasionally drop hearts or fairies to refill your health, bombs to allow you to deal explosive damage to enemies and uncover secret passageways, or Rupees (or “Rupies”/”Rubies”), the in-game currency. Link can hold a maximum of 255 Rupees and will sporadically stumble across merchants hidden in dungeons or caves who will sell him a variety of items, weapons, and power-ups.

The majority of Hyrule and the game’s dungeons are accessible right from the start.

As you might expect from a Zelda title, the game’s overworld is pretty expansive, covering forests, mountains, and beachfronts. A mini map is present in the top-left of the game’s heads-up display (HUD) but, out in the overworld, is next to useless since all you can see is a little green dot (representing you) on a blank, grey background. In dungeons, you can collect a Dungeon Map to make navigation a lot easier but, again, it’s not as helpful as it could be since there’s no distinction between floors, meaning it’s very easy to get lost or turned around or to wander around Hyrule with no idea of where you are or need to go. Your goal in the game is to visit eight dungeons (referred to in the game as “Levels”) and retrieve the eight pieces of the Triforce of Wisdom; you can track your progress towards this goal from the game’s inventory menu and non-playable characters (NPCs) can offer you (extremely) vague hints about how to progress but, otherwise, much of the game’s adventure is in your hands. As a result, pretty much the entirety of Hyrule is available for you to explore and visit as long as you have, at least, some bombs available to you. This means that it’s very easy to wander around the overworld and stumble into the game’s harder dungeons before you’re ready, which can add an additional layer of challenge to the game if you’re brave enough to attempt to tackle these tougher levels out of sequence. It also means that you can acquire some of the game’s more powerful and useful weapons early, at the very least, though some can be useless without others (I, for example, acquired the Book of Magic long before I got the Magic Rod, making said book all but useless).

Zelda‘s dungeons are largely indistinguishable beyond their colour palette and enemy placements.

Given that I played through 90% of this game blind and without a guide, I have to say that that this is all-but-inevitable as, while the game’s first two dungeons are easily found almost right next to each other, it’s entirely up to you to explore your surroundings so it’s pretty easy to stumble into the harder levels when you only have three of four hearts in your health bar. As big as Hyrule is, though, many of the dungeons are actually quite small; inside, you’ll be tasked with defeating enemies and solving very (very) simple puzzles (generally as taxing as pushing a certain block or bombing a certain wall) to open doors, or collect keys to open doors, grabbing a new weapon or item, Dungeon Map and Compass to aid with your navigation within the dungeon, and then defeating a boss to extend your health bar and retrieve a piece of the Triforce of Wisdom. One interesting feature I was surprised to see was that you can carry keys from one dungeon to another, which can give you an edge with the game’s harder dungeons and allow you to take shortcuts here and there. Gameplay follows a very simple formula from start to finish: explore the immediate area, uncover secrets, find a dungeon, and retrieve a piece of the Triforce of Wisdom. The only time the gameplay is changed up is when you descend down hidden staircases inside the dungeons and enter a short 2D area where the level’s weapon or key item can be found. Otherwise, gameplay variety comes from utilising different weapons to battle enemies and bosses or factoring in the erratic patterns of the game’s enemies, who like to attack in something resembling a co-ordinated effort or en masse, requiring both some strategy on your part and a healthy supply of hearts in order to survive the damage put out by the game’s later enemies. As a result, Zelda’s difficulty is, largely, up to you; if you clear Level-1 and then stumble into Level-8, it’s probably best to leave that later dungeon and seek out Level-2 to 3 to give yourself a better chance of success.

Graphics and Sound:
The Legend of Zelda is a very basic 2D adventure; like Super Mario Bros. and many videogames of that era, the graphics are extremely simplistic and, largely, require quite a bit of imagination and suspension of disbelief on the part of the player. Link is immediately and instantly recognisable against the game’s many different backgrounds and compared to the enemy sprites thanks to his green tunic and cute little sword and shield but, obviously, you’re not going to see many frames of animation or layers of detail in this game. Additionally, I found that the game struggled a bit when there were a lot of sprites onscreen and/or sounds playing at the same time; the iconic Zelda theme plays constantly on the overworld and, when Link is low of health, the game emits a constant beeping to inform you and enemies make little noises when they shoot at you or are destroyed and all of these sounds can blend into each other and the game slows down noticeably when a hoard of Lynels incessantly shoot projectiles at you.

Though limited by the hardware of the time, Zelda is a vast and ambitious adventure.

Despite the game’s limited graphical capabilities, Hyrule is surprisingly vast, varied, and detailed at times; the entire land is surrounded by sea that you cannot cross and made up of forests, mountains, beaches, and icy regions. You’ll have to navigate a series of repeating, identical screens in a maze-like puzzle, dodge boulders as they rain down from Death Mountain, explore a haunted graveyard, cross the water using a raft, enter a waterfall, descend into caves, and cross beaches while Leevers randomly pop out at you as you explore looking for merchants, additional items and weapons, and the elusive dungeon entrances. Dungeons are generally recognisable in the overworld but, sometimes, you’ll enter what appears to be a dungeon only to find a merchant or other NCP. When you do find a dungeon, you’ll be treated to a different in-game tune, which is refreshing, but will find that most dungeons are aesthetically very similar just with a different colour palette. Dungeons get progressively bigger as you progress, though, and are filled with more enemies; you’ll also find that you’re required to visit different floors using staircases and bomb walls more frequently to access different areas and properly progress, which adds an additional layer of challenge to the game. Each dungeon also has its own unique layout and appearance as seen on the map screen to help distinguish them but, for the most part, they’re quite similar and not themed around elements like later Zelda dungeons would be.

Zelda uses text and (very) simple and vague dialogue to convey its plot and your objective.

For an adventure game, The Legend of Zelda is extremely light on story and dialogue; the game’s story is told through some text when you wait around on the title screen but, beyond that, you’ll need to read the game’s instruction manual to learn more about the plot and the lore of Hyrule since the NPCs offer only cryptic clues and vague statements. Dialogue and character interaction is practically non-existent in The Legend of Zelda, which I find a bit surprising given how prominent it would become in the series and how heavy it featured in more traditional role-playing games (RPGs) released around the same time, such as Final Fantasy (Square, 1987). However, given the amount of grammatical errors and incongruous dialogue contained within the first Zelda this is, perhaps, a good thing; it also means that the onus is on the player to explore every nook and cranny and to experiment with every weapon on every screen on the game to uncover secrets and new areas, placing an emphasis on exploration and player immersion rather than hand-holding.

Enemies and Bosses:
Link will have to contend with a wide variety of enemies on his grand quest; the overworld is alive with numerous enemies, some of which are specific to certain areas and each of which presents a different challenge thanks to their attack patterns and difficulty. It’s very rare that you’ll take on just one or two enemies at a time and, generally, you’ll have to battle about four or five at once and often a mixture of different enemies, requiring a certain amount of strategy on your part as you can’t always take the direct approach in battle. One of the most common enemies in the game are the Octorocs (octopus-like creatures that spit projectiles at you), Peahats (bulbous vegetation that hover in the air and can only be destroyed when briefly stationary), Tektites (spider-like enemies that hop around the screen), aforementioned Leevers (spiked globs that burrow in and out of sand), and the Keese (bats that flutter around the screen). While you’ll encounter different coloured variants of most of these (and other enemies) that are tougher, these are the most common enemies and are easily dispatched with one sword swing.

Zelda‘s tougher enemies can be a real headache thanks to their numbers and attack patterns.

As you progress, though, you’ll encounter far more formidable enemies: Moblins launch spears at you, Goriyas toss boomerangs your way, Ropes (why they’re not called “snakes” is beyond me) charge at you head-first, and Wallmasters will drag you back to the first screen of the dungeon you’re in if you’re not careful. Some of the game’s toughest and most annoying enemies include the Wizzrobes (who constantly teleport around the screen, often directly into where you’re walking, and fire energy bolts that can easily drain your health if you’re caught in a crossfire), Darknuts (who can only be attacked from behind and wander around in an unpredictable pattern), and the aforementioned Lynels. You’ll also have to be careful about getting too close to seemingly harmless Armos statues in case they spring to life, avoid getting eaten by a Like-Like lest it take away your shield upgrade, and make sure you have plenty of health or arrows to make battling the Poe’s Voice that much easier.

The Dodongo might be pretty pathetic but the Manhandla was a pain in my ass!

The game features nine dungeons to explore, which means nine bosses to contend with; make sure you familiarise yourself with each of these bosses, though, as you’ll encounter all of them on multiple occasions as sub-bosses in the game’s later dungeons. Technically, you can battle them in whatever order you like as long as you’re tough enough to survive the dungeon and their damage output but it’s best to try and take them on in sequential order to give yourself the best chance at success. This means that the first boss you fight should be Aquamentus, a horned dragon that spits out three projectiles that you must dodge between. This boss is fought in Level-1 and Level-7 and is made all the easier if you have the energy to use your sword beam or ammo enough to shoot arrows at it, which will make short work of it. The Dodongo, in comparison, is a pretty pathetic excuse for a boss; it lumbers around the screen doing little to nothing and is easily dispatched by placing bombs before its mouth. Later on, you’ll have to contend with three of these at once but, since they don’t make any effort to attack you, they’re easily the weakest of all the game’s bosses. Unfortunately, the same can’t be said for the Manhandla boss; this piranha-like bastard was the bane of my life since it popped up three times throughout the quest. It slowly bounces around the arena firing projectiles at you and is very tricky to hit thanks to the limited reach of Link’s depowered sword and Link’s restricted range of movement; it’s much faster and more efficient to use bombs to deal massive, successive damage to the Mandhandla but be wary as, the more parts of it you destroy, the faster its movements become.

Bosses range from frustratingly awkward to ridiculously easy depending on how equipped you are.

One of the toughest bosses in the game, for me, was the multi-headed dragon Gleeok; this monstrosity sports two, three, or four heads, spits projectiles towards you that are difficult to avoid, and is only able to be damaged by awkwardly slashing at its neck or, more effectively, shooting arrows at it. Be careful, though, as when the Gleeok’s heads are severed they will float around the arena shooting projectiles at you and cannot be harmed. Compared to Gleeok, Digdogger and Gohma are a walk in the park, especially once you have acquired the recorder and the bow; Digdogger is completely invulnerable until you play the recorder and reduce it down to its core but, once you do, you can just whack it until it’s defeated. Similarly, Gohma can be a bit of a pain with its sporadic movements and projectiles but a few well-timed shots to its exposed eye will put it away without any real issues; the most difficult thing about many of these bosses is having enough health, the right weapons, and being able to navigate the arena when projectiles are being fired at you from both the boss and the nearby statues.

Despite his fearsome appearance, Ganon is quite a pushover once he’s out in the open.

Of course, the main objective of the game is to assemble the eight pieces of the Triforce of Wisdom, battle through Level-9 (which is accessed by bombing a specific rock formation on Death Mountain and features swarms of the game’s toughest enemies and a new sub-boss, the Patra, which can only be destroyed after first taking care of the tiny little eyes it shields itself with), and confront the evil Ganon. For the final boss of the game, Ganon isn’t that much of a challenge; he turns invisible and fires a series of projectiles at you, forcing you to swipe somewhat blindly around the screen until you hit him. Land four this and he appears in all his monstrous glory…and is easily destroyed with one hit from a Silver Arrow for a disappointingly anticlimactic end to the game.

Power-Ups and Bonuses:
Link begins the game with three hearts’ worth of health which, very quickly proves to be far too little to get past the game’s tougher enemies and dungeons. Fortunately, every time you defeat a dungeon boss, you expand your maximum hearts by one and can find additional Heart Containers hidden on the overworld or for sale from certain merchants, which will increase it to twenty units. Certain weapons also have similar limitations; for the majority of the game, you can only carry six bombs at a time until stumbling across a merchant who will allow you to carry double that amount (…for a small fee), the only way to get arrows is to buy them, and your usage of the Red Candle is restricted. Thankfully, the Blue Candle and Magic Rod are not so restricted, allowing you to light up dark areas and deal damage to enemies (but watch out because the flame you conjure can also hurt you!)

A number of key items and upgrades will vastly improve your chances at success.

As you might expect from a Zelda title, Link has access to a decent variety of weapons and items: enemies sometimes drop a clock (which causes enemies to freeze in place and gifts Link with invincibility for a brief period), the boomerang allows him to attack from a distance, the stepladder lets him cross one tile of water, the raft allows him to drift across water at certain points on the map, and he can also find a Power Bracelet to move blocks and upgrades for his sword and shield to block more projectiles and deal additional damage. Eventually, you’ll also be able to purchase health-restoring medicines and other expensive items to aid your quest: one such item is a Magic Key that renders all other temporary keys redundant and a piece of food to get past Goriyas (though you’d never know that you need to use this item). You can also buy a Blue Ring and find a Red Ring, both of which significantly reduce the amount of damage you take while also changing Link’s tunic to blue and red, respectively.

Additional Features:
Whereas later Zelda titles placed significant emphasis on a variety of side quests, I only really came across one in this first title (barring the hidden Heart Containers on the overworld) which involved taking a letter from one NPC to another to be able to purchase medicines. After finishing the game, you will unlock the “Second Quest”, which replaces your save file sprite to one of Link holding his sword aloft and overwrites your save file from the beginning but mixes up the locations of dungeons, enemies, and items and also increases the difficulty of the game’s enemies. You can, however, jump straight into this mode by naming for save file “ZELDA” and also make frequent, fragrant, and continuous use of the 3DS version’s save state ability to make beating this difficult and finicky first Zelda title much less of a headache.

The Summary:
After years of hearing so much hype about how good The Legend of Zelda is and having experienced a number of 2D and 3D Zelda titles, I was excited to finally experience the first in the series and, for the most part, The Legend of Zelda lived up to the hype. It’s definitely a product of its time and suffer somewhat from the limitations of the NES hardware and the simplistic graphics, gameplay, and sound but it’s still an ambitious little action/adventure title that was both offering something unique at a time largely dominated by space shooters and platformers. Everything on offer in The Legend of Zelda was expanded upon and improved as the series progressed but, for this first entry, the player is required to utilise a lot of exploration, experimentation, and utilise the bare minimum of information to find the pieces of the Triforce of Wisdom. I went in mostly blind and did okay, for the most part, and only had to turn to a guide for the last two dungeons and to track down a couple of the game’s more elusive items so it’s definitely do-able but the game is handicapped somewhat by this format since it’s very easy to just get lost and end up wandering around in circles or being absolutely bludgeoned by the game’s tougher enemies. Honestly, I have nothing but respect for those who managed to get through this game back in the day without the benefit of save states since it’s a deceptively tough title, one that I’m sure kept many kids busy for many hours or even days with its vast landscape and tricky bosses.

My Rating:

Rating: 4 out of 5.

Great Stuff

What are your thoughts on The Legend of Zelda? Did you own this on the NES back in the day or did you, perhaps, discover it later on a different console? How do you feel it holds up these days, especially against later Zelda titles? Which Zelda game, character, or dungeon is your favourite and why? Would you like to see a return to the top-down style of gameplay for Zelda or do you prefer to more action-orientated, open world approach? How are you celebrating The Legend of Zelda’s debut today? Whatever your thoughts, memories, or opinions of The Legend of Zelda, and the Zelda franchise overall, feel free to drop a comment below and check in next Sunday for more Zelda content.