Tuesday, July 22, 2008

Inside the 8-bit Zelda universe


Screenshots from Wikipedia. The original Legend of Zelda (top photo) utilized a top-down overhead perspective throughout the game except in secret passageways, while Zelda II: The Adventure of Link utilized side-scrolling screens for battles, towns and palaces.

There have been about a bazillion posts online about Shigeru Miyamoto's masterpiece, The Legend of Zelda, and the numerous sequels that have followed, so I'm not going to bore you with more history about how the game came to be (Miyamoto is my hero in the gaming world). But what I am going to do is break down what I like and don't like about the two 8-bit titles released for the Nintendo Entertainment System, the original Zelda and Zelda II: The Adventure of Link. So let's get started:

The Legend of Zelda
Released in North America: 1987
Developer: Nintendo
What I like: The Legend of Zelda was a groundbreaking title. It was the "anti-Mario," designed around the same time as Super Mario Bros. Where Mario's quest was completely linear, Zelda was exactly the opposite, allowing you to roam Hyrule at your own pace in your own way. Even though there were nine dungeons that had to be conquered to complete the game, the side quests and numerous secrets added hours of playing time. The graphics are good all-around, and some of the enemies and bosses look really good for an 8-bit title. The sound track is unforgettable, as it introduced us to Zelda's main tune. Controls are very fluid, but it can be difficult to throw the boomerang diagonally using the D-pad. Overall, this game is a classic and still fun to play today.
What I don't like: I know the system limited the number of sprites developers could use, but you can go cross-eyed looking at all those same trees in the forest. I know they are different colors in different regions of Hyrule, but come on. And when I defeat a Darknut, can it please stay away forever? Those things are hard to kill!

Zelda II: The Adventure of Link
Released in North America: 1988
Developer: Nintendo
What I like: Not much, really. Being able to visit different towns, interact with the folks there and collect items from the locals is nice, and it's been used in Zelda titles ever since. And the expansive use of magic is unlike anything found anywhere else in the series. It's actually a refreshing addition to the game, although you have to search high and low to find all the spells. And the expanded map of Hyrule is a plus, too. Lastly, the music is different from the original, but it's not bad.
What I don't like: It's the game in the series that doesn't feature the phrase "The Legend of Zelda" in its title, so no wonder it's considered in some circles as the black sheep of the franchise. This game is a combination of Super Mario Bros. and Final Fantasy put together to create a single game. The fact that enemies suddenly ambush you from three sides would be great if I were playing Final Fantasy. And the side-scrolling battle and palace scenes are great for Super Mario Bros., but they don't work here. Wasting a button on an already limited controller for Link to jump just doesn't make sense. And since there are only a few different backgrounds for side-scrolling levels, they get old fast. Last, but certainly not least, can Link please get a bigger sword!? Sending him into battle with the equivalent of a Bowie knife is like storming the beaches of Normandy with a Nerf gun!

Ultimately, both titles were groundbreaking, with the original installment ranked among the greatest video games of all time, and rightfully so. I still play the Japanese Famicom version of the original regularly and still pick up Zelda II from time to time, trying to force myself into liking it (I AM ERROR). Still, I think the guys at Nintendo agreed with those who frowned upon Zelda II's gameplay since the 16-bit SNES classic "A Link to the Past" went back to the original style of gameplay in a vast world that rivaled the size of Zelda II's.

Agree or don't agree with this blog? Feel free to leave comments if you like.

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