Tag: zelda

The Legend of Zelda: The Anatomy of: The Book

…The Ride: The Book: Etc.

Zelda Paperback Cover.indd

The latest in the GameSpite Journal series has just body-checked the Blurb store with two available versions: Hardcover and paperback. As usual. Like The Anatomy of Castlevania Vol. I, this edition is the larger 10×8″ landscape format and isn’t available in black and white, so the price is a little higher than the platonic ideal for GameSpite books — though the one gracious move Blurb has made lately (they now price books per page rather than per 20-page folio) means that this issue comes in a few bucks cheaper than the Castlevania book since it’s slightly shorter.

I’m still putting together a stripped-down, small-format, black-and-white edition for the budget-conscious, so please hold on if you’re interested in that particular book. I’ve also made the PDF version available (it’s attached to the hardcover book) if you’d like that in the short term — though please do remember that I’ll be setting up a separate PDF store sometime in the next few weeks.

The cover looks better in the flesh than in this image — you can’t see it here, but Link’s Shadow has a sort of rough-edge look meant to call back to the Ganon Wraiths in Wind Waker, and the painterly effect on the coloring looks as nice as it did on the Castlevania book. The pink looks a lot more garish on-screen. Look, I was just being true to the material.

Also, be sure to check out the inline previews on the bookstore to check out some of the great original art Philip “Loki” Armstrong provided for the book. Dude did a doodle for each and every write-up of both Zelda and Zelda II, because he’s insane. The back cover features Bill Mudron’s amazing Map of Hyrule, which you should buy at full size because it’s — what’s the word? Oh yes: Amazeballs.

Also also, the thumbnail image for the hardcover book appears to have a graphical error (it’s missing the line separating “The Anatomy of” and “Zelda”) but the actual book will be fine. What you’re seeing is just a random visual artifact caused by their store system.

And finally, the coupon code MAY15OFF should net you $15 off a purchase, though I’m not sure what the required spending threshold is for that. Poke around online for “blurb coupon code” and you’ll probably find something else that’ll work, too. Anything to offset their hideous shipping prices…. Alright, try the code CROWNED15 and see what happens.

Edit: I’ve begun selling PDFs through Gumroad, per several people’s recommendations. The most recent two books are now up for $5 apiece, and I’ll be publishing back issues for a reduced price when I have time to get those up (i.e. after work).

Anatomy of Zelda Vol. I

Anatomy of Castlevania Vol. I

The Anatomy of Zelda II: XIII. Into the Breach

You know what I miss about games of late? That sense of finality, of crossing some threshold of no return. Say what you will about the ending of Mass Effect 3, but for me its most disappointing aspect was that it lacked a sense of trepidation. You hit a certain point after which you had no choice but to march in a line straight ahead so the designers could tell their story. A forced march can be stressful, but it lacks that certain stomach-churning sense of player agency — it’s “Well, here’s the end,” as opposed to, “Oh god, am I ready to do this?”

Zelda II has that tension; indeed, it drips with it. Once you plunge into the lava shaft, you’ve arrived at the end of the game. Yet you still have some freedom of choice, some personal discretion about when to initiate the final battle. The question is, when will you work up the courage to face it? The ultimate showdown waits to your right, but you can instead go left into a room of stone matrices where the bricks contain a lottery: Will they drop a couple of full magic refills to top you off for the final battle, or will they instead generate Red Fokkas to put you into an even worse state than when you arrived?

I like the uncertainty of this situation, the way the designers give you fairly even odds of things going horribly wrong here at the very end. It forces you to take a chance. Then again, I can also see where you can make a case for it being an instance of hostile design. The Great Palace is so daunting, so huge, so wearing on your resources, fraught with so many perils that can bring a strong run to an unceremonious end, that attempting to top off your magic in order to have sufficient MP to use a costly, mandatory spell against the boss only to get a face full of deadly monster seems rather unsporting.

Zelda II is a game about hard choices, particularly in the final Palace. For example, there’s a 1UP hidden along the shorter route to the final showdown. But you can only collect a 1UP once ever, and then it’s gone for all subsequent attempts. Once you take the 1UP, you’ve used your one shot to battle through the Great Palace with an extra chance unless you reset your NES… but if you do that, you have to fight your way back to the Palace again. Zelda II offers stakes. It demands commitment to your choices.

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And that holds true for the final battle itself. The fight takes place across two phases, the mysterious Thunderbird and Link’s vicious Shadow. You can duck out between the phases and possibly undertake the magic refill lottery if you like, but you have to complete both phases in a single life. If you die against the second form, you have to take on the first one again — despite the fact that they appear to be two separate and distinct entities.

So, the question becomes how much magic to invest into your fight against the Thunderbird. You can take a chance afterwards that you’ll get a refill rather than a fatal Fokka stab, but there are no guarantees. The Thunderbird is invulnerable until you use the Thunder spell, which burns half your magic meter if you’re at Magic level 8 and have found all four Magic Containers. You really need to cast Jump to be able to reach the small, vulnerable gem above its face, Shield to dull the potency of its spew of flames, and Reflect the block as many flame projectiles as possible. If you choose any one of these support spells, you’ll no longer have sufficient magic to cast Life if you take a beating. If you cast all three, you won’t have any magic left over at all against the Shadow.

So what do you do? Despite being a brief, sudden encounter, the Thunderbird demands considerable planning… and even then, a single unlucky misstep could undermine your entire strategy, because this portion of Zelda II requires deft twitch skill above all.

The Thunderbird appears without preamble from the right side of the screen and drifts back and forth above you. Its chamber contains a raised platform in the center, which is Link’s ideal launching point for attacks: The only vulnerable point on the entirety of the boss’ body is its gem, which hovers at the top of the screen and only rarely dips low enough to be reached without the Jump spell (and no, the upward thrust does nothing). Further complicating this situation is the fact that the Thunderbird launches its attacks — a fountain of fireballs — from a point a few pixels above the gem. To strike its weakness, you need to jump headlong into the most dangerous point on the screen, which is moving constantly along two axes. And the more damage Thunderbird takes, the more quickly it sprays fire.

Should you manage to triumph (it’s a battle won by conservative play and well-timed jumps), it explodes and allows you to advance to collect the final Triforce. But before you can claim it, a small creature (or possibly a wizened old man drawn in the Rumiko Takahashi style; he looks for all the world like the guy who gives you a sword and other aid in the original Zelda, but smaller and with pointier ears) casts a spell and causes Link’s shadow to separate from his body and spring to life.

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Link’s Shadow here makes for a much different sort of battle than in subsequent games. Unlike, say, Ocarina of Time‘s cinematic showcase encounter, the showdown in Zelda II is short, brutish, and nasty. Link’s Shadow has, ounce for ounce, exactly the same physical capabilities as the hero himself. And while he uses no special techniques and has access to no powers Link himself lacks besides the ability to inflict damage with a touch and a backward defensive leap, his standard tactic (going for the jugular with a frontal sword assault) absolutely does the trick. It’s an incredibly difficult battle.

Amusingly, the best defense against Link’s Shadow is to retaliate in kind and go hog wild. With the Shield spell active, chances are good that an offensive strategy will give you just enough of a defensive advantage to outpace the shadow in a pure toe-to-toe battle. Of course, that assumes you make it through the Thunderbird battle with enough magic and health to hold up — or that you get lucky with the magic jug spawn in the room to the left.

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With the battle won, Link acquires the third Triforce and uses its power to raise the sleeping Princess Zelda. This raises further questions, of course: What happens to the Triforces once they’re all united for the first time in millennia? Isn’t bringing that power together again kind of dangerous? And what happens now that Hyrule has a superfluous princess, both the modern-day one Link saved the first time and the sleeping one who just rose after countless years of slumber? We demand answers, Nintendo.

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From here, players can launch into a Second Quest, which interestingly enough is much easier than the first playthrough since you retain most of your abilities. Where the original Zelda‘s Second Quest  completely reshuffled the world and dungeon layouts, Zelda II keeps everything the same but gives you more tools with which to conquer it from the outset. In effect, it’s a New Game + mode, long before we had a term for such things.

The Anatomy of Zelda II: X. The seaward

After completing the Labyrinth Palace — by which I mean accomplishing its more difficult goal of acquiring the treasure inside rather than simply besting Carock — the player acquires the latest in Zelda II‘s series of funny-shaped keys. The Boots from the fourth Palace allow you to walk on water… but only a little bit of water. You can’t roam across Hyrule’s rivers and oceans with impunity simply because you’ve acquired a treasure designed for that explicit purpose. Oh, no. The only place the Boots work is in the eastern ocean to the south of the dungeon you’ve just completed.

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This actually is one of Zelda II‘s more sensible design choices in guiding the player to his next goal, though. You may well chafe at the limitations imposed on the Boots; their strict range reduces them from a valuable supplement that increases the efficiency with which you putter about previously conquered grounds the way the Hammer does. Nevertheless, at this point in the game the secrets have grown increasingly abstruse, with fewer clues to your next destination appearing in towns and more potential ways and areas in which they can be hidden from your sight. By making the boots work only in the area where Link needs to find the next Palace, the designers mercifully reduce the amount of real estate you’ll end up wandering through when you inevitably find yourself stumped by another oblique puzzle.

And even then, the map designer managed to throw in a little “screw you” moment: Hidden a few spaces north of the Palace — a spot accessible only by finding an invisible single-tile path on the water — one of the final Heart Containers lurks. And, again, you can’t access the Great Palace without it. Have fun pinpointing the exact title in the vast overworld in which the one last item you need to complete the adventure has been hidden.

Invisible tile shenanigans aside, the Ocean Palace is actually the game’s most easily accessed dungeon. You can walk immediately from the Maze Palace to the Ocean Palace without stopping in a town, collecting a clue, or completing a side quest. But then, the Palace sits on a small island just off a piece of coast line that can be explored immediately once you reach the eastern continent. Most likely by this point the player will have been wondering how to get over to that island for quite some time; being able to go immediately from gathering the boots to the nearby Palace that’s been taunting you for so long feels quite satisfying.

Inside the Ocean Palace, it’s business as usual. By now the Overworld encounters should be growing less grueling as you level up Link’s skills; Fire spells cost fewer MP, enemies do less damage, and you can take down foes in fewer strikes. Nevertheless, the Palace interior is considerably less of a chore than navigating the land above.

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The main objective in this Palace is the Flute, which unsurprisingly turns out to be yet another funny-shaped key that you’ll use all of twice. On the plus side, this Palace allows you to make use of one of your other funny-shaped keys, the Fairy spell, and not just for sneaking through keyholes and dodging blue Ironknuckles as above.

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Granted, the mandatory Fairy spells can be a little annoying, as its magic cost is very high and you’ll want as much magic juice as possible saved up for Shield and Life, but so it goes.

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At this point you’ll have seen most of the tricks present in the Ocean Palace. Like this vanishing bridge guarded by the swooping horse heads, and the fact that a bag full of EXP sits in the middle of the bridge to tempt you into doing something stupid.

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Honestly, you don’t really need EXP bags in this dungeon; the new enemy type, called Mago, surrenders as much EXP per kill as you find in the bags that foes occasionally drop. Magos greatly resemble Wizzrobes; in fact, if Wizzrobes hadn’t been all over the previous dungeon, you’d be forgiven for thinking these are Wizzrobes. Like Wizzrobes, they materialize in a random spot, cast a spell, and quickly vanish again. The main difference is that they fling fire that slowly travels forward about three spaces and lingers momentarily before flickering out as opposed to the spell beams the Wizzrobes cast. They can catch an unwary adventurer off guard and hit pretty hard, and they soak up a fair amount of damage; at full strength, Link will have to land two blows to take them down.

It’s nearly impossible to hit them straight on without being toasted by their fire, so the best technique for victory here is using the downward thrust attack. But then, that’s pretty much always true.

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Case in point, the boss. Gooma barely represents a step over the “stand in one place and hammer the attack button” design of the original Zelda‘s bosses. He spends almost all of his time swinging a mace on a chain that blocks Link from hitting his vulnerable torso and inflicts considerable knockback damage. There’s no real timing possible for this fight given the fact that the boss’ attack features almost zero downtime, so the best approach is to cheese the nature of the downward thrust — while Gooma’s head is invulnerable, if you come in from above at an angle you can slide past his head and hit his torso instead.

This leaves one last Palace before the big one, though unfortunately the road beyond here ranges from “maddeningly difficult” to “soul-crushingly hard.” Not to mention enough vague goals and secrets to inspire true existential despair….

The Anatomy of Zelda II: IX. Gonna meikyuu sweat

The path to Zelda II‘s fourth dungeon incorporates my absolute least favorite area of the game: The eastern labyrinth. The labyrinth contains a number of key points of interest, including the Labyrinth Palace and a fetch quest item, a small lost child. I don’t know why Link has to rescue the kid; any child capable of making his way through the deadly fields and caverns between Darunia and the labyrinth without being slaughtered by the various murderbeasts along the way is probably some sort of chosen prodigy. Nevertheless, Link has to go out and find the kid, tucking it into his satchel like any other quest item before returning him to the corresponding quest-giver. In return, he receives the Reflect spell, without which the next palace cannot be completed.

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The labyrinth itself isn’t tremendously daunting. It’s separated from the Hyrule mainland by a lengthy bridge that, miraculously, doesn’t send Link into an extended combat sequence against infinitely spawning monsters and bubbles to chip away at his EXP tally. The labyrinth itself consists of neutral tiles, so you don’t have to deal with random monster attacks as you explore. Rather, walking over certain tiles of the labyrinth sends you into fixed combat spaces, including a pitfall that leads to a cave where the lost child awaits.

Also hidden in the labyrinth is a Magic Container to boost your magic total. This has been tucked away in a path of the labyrinth you never need to walk over and is incredibly easy to miss. I did, back in the day. I then discovered that you can’t enter the Great Palace unless you have maximum health and magic, even if you’ve conquered the first six Palaces. In the days before the Internet, that meant I wandered the entirety of Hyrule for the better part of a month, trying to find a cave or secret that I’d somehow missed before finally stumbling into an unmarked spot in the labyrinth that contained the crucial, untelegraphed item I needed to complete the game.

For all of Zelda II‘s clever ideas and creative successes, it was still very much a product of its time, and this means it sometimes falls into unfriendly patterns of design. It doles out hints far more readily than other console games of its vintage, nudging the player toward success and rarely leaving you to wonder how to proceed — or at the very least, giving you the pieces to sort it out on your own. However, many of its solutions rely on forcing the player to cover every square inch of the overworld in search of hidden spaces, often while under constant assault by irritating monsters. These few areas — the labyrinth Magic Container, the ocean Heart Container, Bagu, etc. — at times reduce the game to a matter of dumb luck and persistence and become unwelcome choke points to progress.

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Thankfully, once inside the Labyrinth Palace, things are nowhere near so frustrating. True, the Palace can be tough, and it does have a few excessively cheap elements. By far, my least favorite are the Medusa-like horse heads that swoop down on their parabolic assault vectors. Even with Link powered up to the point he should be at by this point in the game, they require multiple hits to take down and will drain considerable EXP from Link upon contact.

That’s not why they’re so frustrating this time around, though; rather, their exasperating quality in the Labyrinth Palace comes from the way they appear in dangerous situations — usually over collapsing bridges above pits of lava. They swoop down quickly at an angle that’s difficult to defend against, always appearing in just the right way to knock Link back into lava. Yet there’s no easy way to stop and fight them off here (because eventually they do stop spawning), as the bridges over the lava vanish once you step on them. You need to keep pressing forward, leaving yourself incredibly vulnerable to the horse heads; a handful of slip-ups and you’re back to the game’s starting point to fight back to the Palace all over again.

Outside of these nuisances, however, the Labyrinth Palace mercifully plays nice. The enemies in this area are almost entirely creatures you’ve faced elsewhere, and while they’re powerful you have plenty of techniques and spells to deal with them. They also yield far better EXP rewards than the beasts of the overworld, so it’s not too impossibly difficult to farm experience near the entrance to the labyrinth and build up some levels if you find yourself deficient.

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The one new foe of note this time around is the Wizzrobe, who behaves much as in the original Zelda. They materialize into the room, fire a beam of magic at the lower shield position, and vanish again after a second or two. Link’s shield can, by default, absorb these spells (provided he ducks), so the Wizzrobes aren’t too difficult to defend against. However, none of Link’s offensive options can hurt them; both his sword and his Fire spell pass right through them, harmlessly. Instead, you need to use the Reflect spell to bounce their magic back at them for an instant kill.

The Palace’s boss turns out to be a large Wizzrobe named Carrock who must be defeated in the same manner. The boss teleports around the room at a much faster pace, often appearing before Link can even respond and frequently hitting you in a fairly cheap manner. However, with the Sheld spell up, Link can soak up dozens of attacks by the boss. You can’t hurt him and he can’t hurt you much, so the question becomes a matter of how you can triumph before your health whittles its way down to zero.

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Obviously, the answer is the Reflect spell. And while it’s possible to enter the Palace without the spell, you receive both hints as to its importance from villagers and face off against smaller versions of the boss several times through the Palace. There should be no real mystery about the secret of success here, and while the boss can be dizzying with the rate at which it warps around the room, victory is as easy as standing in one spot and facing back and forth to let the boss warp into his own reflected magic. The in-level boss tutorial represented by the Wizzrobes is one of Zelda II‘s better learning-through-experience instances, and suggests that the developers didn’t totally lose the plot in the second half of the game after all.

The Anatomy of Zelda II: VIII. Pear-shaped

The midpoint of Zelda II may not have been the smartest break point I could have chosen. Once you make the journey to Hyrule’s eastern continent, the difficulty level spikes dramatically. And it’s not necessarily a good spike. On the contrary, it frequently feels unbalanced and poorly considered.

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The random encounters in this half of the overworld become taxing. They’re a miserable burden rather than something that keeps the action lively. Many of them require the use of magic to defeat; for example, the grassy plains are dominated by bounding Tektites, which unlike their equivalents in the original Zelda can only be damaged with the Fire spell. Those infinitely respawning small foes appear far more frequently in random fights, meaning you’re more likely to come out of random encounters with fewer experience points than you entered with.

In fact, the way experience works in this half of the game can be downright infuriating. By this point you should be reaching the upper reaches of Link’s potential (Level 8 in all stats), meaning each new level-up requires thousands of EXP. Unfortunately, few overworld creatures offer EXP tallies commensurate with their threat level or Link’s needs. Some creatures from the western continent (such as the forest spiders) make the move to the east with higher damage output and absorption thresholds — but they still offer the same piddling EXP as before. While I’ll happily vouch for the quality of game design in the first half of the adventure, I’m less confident in how things go after you reach the second continent.

To Zelda II‘s credit, however, it does a great job of implementing concepts that would later become integral to the metroidvania style of game design. You’re going to die frequently on the eastern continent, even with the Life spell and the ability to Fire-spell sword-resistent monsters to death, but when you restart back at the main Palace you’ll be able to make your way quickly back to where you died without being harassed by foes thanks to all the shortcuts and tools you unlock and acquire along the way.

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On the other hand, the raft that Link needed to reach the third Palace and the eastern continent proves to be little more than a funny-shaped key, and as soon as you reach the first eastern town — Nabooru — you discover that to reach more remote areas you’ll need another funny-shaped key (the Boots) to allow you to cross additional areas of water.

Still, the RPG-ish-ness of Zelda II holds fast in Nabooru. You don’t immediately head to the next Palace but instead pick up new quest objectives in town, including one leading you to the next town, Darunia.

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Both Darunia and Nabooru feature more of the “do something unintuitive to advance” school of quest design. A woman complains that she’s thirsty, and logically enough bringing her water will cause her to introduce you to her uncle, who teaches you the Fire spell. So you need to find a jug or bottle or something to carry water to her, right? Nope; as it turns out, all you do is stop in front of a certain fountain and press the action button to collect some water.

Elsewhere, you can learn the upward thrust sword attack from a swordsman in a sealed home that can only be accessed by leaping to the roof of another house with the Jump spell and making your way across the tops of homes to play Santa in a chimney. The game seems to do this a fair amount.

Progressive as it was in many ways, Zelda II still succumbed at times to bad/counter-intuitive/unfriendly habits of classic RPGs and adventure games: Obscure clues, oblique solutions, and hidden pixel-hunts. The second continent, anecdotally speaking, seems to be where most people’s journey through Zelda II breaks down; while Anatomy of a Game is largely about celebrating what the have games have done right, it’s also worth exploring where they’ve stumbled.

Zelda No Densetsu: Kamigami No Cufflink

Man, this week. Looks like the only way I can make it through is to call upon the power of the goddesses:

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Alas that I only have two arms and can’t equip all three. I decided to go with Wisdom and Courage. Was that the right choice?

The Anatomy of Zelda II – III. Link’s (Dragon) Quest

I forgot to mention it before, but in this series (as in all these Anatomy articles) the overwhelming majority of images you see here have been provided courtesy of VGMuseum.com. Because Rey is rad.

The more I play of Zelda II, the more I’m struck by the realization that Nintendo must have been heavily influenced by Dragon Quest as they were building this game. The original Dragon Quest launched in Japan about 10 months before The Adventure of Link, and given the short turnaround period for many games back then (six months was considered a luxuriously long development cycle) there was plenty of time for it to have seeped into the minds of Shigeru Miyamoto et al. Of course, Dragon Quest didn’t become the Japan-crushing super-sensation we know it as today until well after launch, but I have trouble believing that Nintendo’s internal teams weren’t aware of games coming through the company’s approval systems — and I have even more trouble believing that such skilled designers wouldn’t recognize a brilliant game when they saw one.

But no, maybe it’s a coincidence that Gels went from being featureless teardrops in The Legend of Zelda to little balls of slime with eyes. And that the first Zelda‘s visual indicator of displaying enemies’ relative strength through the color palette somehow reversed so that red Gels are now stronger than blue — exactly as in Dragon Quest. No, seriously, it could be a strange coincidence.

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Nevertheless, Zelda II truly does fit the bill of the “action RPG” nomenclature attached to it. Despite its more arcade-like combat style, its overall structure falls very much into the template of the classic role-playing game. And I do mean classic: That is, non-linear, open-world, free-roaming. Like Dragon Quest and Ultima before it, Link can largely travel anywhere he likes provided he has the proper tools for the task. Environmental impediments create barriers to progress, and once you move beyond a “gate” to the next region the enemies you encounter grow more powerful. Most of the dungeons have to be tackled in sequence, but again, you don’t have to finish any of the dungeons until the very end of the game (as in the original Zelda, the final palace is sealed away behind a barrier that can only be dissolved by completing the in-dungeon objectives). You instead unlock forward progress by finding tools in dungeons, magic spells, or completing tasks for NPCs.

Case in point: Once you clear Parapa Palace, you don’t simply advance to the next area. You’ll remain trapped in the initial region even when you possess the candle that lights the cave leading to the lands beyond, because at the end of that cave waits a high wall that cannot be climbed or leapt. In order to pass, you need to acquire the spell Jump to allow you to leap to greater heights. But in order to do that, you’ll first need to retrieve the “trophy” that a Goriya stole from the town of Rauru so the local Wise Man will teach you the spell. For that, you need the candle…

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…unless you’re crazy enough to sequence-break and get the “trophy” in the dark.

I put quotes around “trophy” because the idea that some kind of tournament prize is of vital importance to an entire town is… well, I grew up in Texas, where the identity of entire towns did revolve around winning football championships. But I’d like to believe that Hyrule is more sane. No, clearly, the “trophy” is actually a religious icon or goddess figure or something and this was one of those situations where Nintendo’s pathological fear of riling up red-blooded Midwesterners by daring to suggest that religion exists in the world (and doesn’t necessarily involve televangelists in all cases) resulted in a a very ridiculous alteration.

While Zelda II has many quirks and flaws that define it very much as a product of its era, its checkpointed-yet-organic approach to progress feels very timeless. (I suppose the cynic might claim it’s an equally dated style of play, since so many contemporary games lay down a more rigid path and carefully point out where you need to go next.) Link’s adventure lets you wander about until you piece the clues together or simply stumble into the answers — either approach is valid — and while it occasionally breaks down and becomes frustrating, that happens much further into the game when the player is juggling more possibilities in a larger amount of space.

Here, though, it works brilliantly; you’re given a finite territory to explore and left to discover the proper sequence of events to advance. You can be smart and gather information first, or you can blunder ahead and do things the hard way out of sequence. Either way, you’ll ultimately hit an absolute roadblock that forces you to gather a few essential resources and will likely prompt you to explore this initial space thoroughly… which leads to a handful of useful discoveries that encourage you to maintain your exploratory vigil throughout the game. For instance, the heart container hidden in a suspicious-looking grove along the eastern shoreline:

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The Goriya here reminds me of another facet of Zelda II I really enjoy: The elevation of enemies from the original games into greater threats. Goriyas in Zelda always felt like watered-down Moblins, probably because they appeared in dungeons amidst far greater threats. This time around, however, they’re quite tough (at least in the early going) because they create danger on multiple levels. The arc of their boomerangs can make blocking tricky, and if one slips past you while you’re going face-to-face with the Goriya, you’re forced to break off your attack and turn to block it — potentially leaving you vulnerable to having another boomerang chucked directly into your back. The shift in perspective and play style brings a new perspective on returning foes, and it works well to better define the world of Hyrule.

Earning numbers for killing things does not a role-playing game make, and a lot of games that people peg as “action RPGs” are very light on the “RPG” part. Zelda II stands up to that definition, and at the time it was fairly unprecedented. To my knowledge, Falcom was the only developer to have properly experimented with merging side-scrolling action with a proper RPG mentality before Zelda II, but their early Dragon Slayer titles were rough and unfriendly. The RPG mechanics work here because they’re well-considered and make a sort of internal sense. For example, this is the only Zelda game I can think of where Link doesn’t acquire a better sword at some point; he doesn’t need to, because he already has the legendary Master Sword from his first adventure. Instead, he simply becomes more proficient at using it.

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It’s interesting to look back on games of this era, because so many of them were making things up as they went: Defining genres. Very few developers were creating ideas from thin air; as Zelda took its inspiration from Adventure, Zelda II combines ideas from that game as well as the likes of Dragon Buster, Ultima, and most likely Dragon Quest. Yet the end results of games like this were both original and viable. Countless modern games work very much like Zelda II. They may provide niceties like a better balance of difficulty or a refined interface with clearer tracking for key items and map progression, but add some superfluities such as shinier 3D graphics (and maybe a less spartan home interior design for Bagu here) and the screen above could represent any number of contemporary adventures.