Evolution of zelda games




















The legend of Zelda for Famicom was the first game realeased,It centers its plot around a boy named Link, who becomes the central protagonist throughout the series. After the RPG role playing game mode in the Adventure of Link, a Link to the Past was a return to the overhead view and gameplay style of the original game.

It introduced two different concepts, the world of light and darkness, this concept was a reference for the next game launched,The Legend of Zelda: Ocarina of Time. This game is the fourth installment in the series, It was created for the Gameboy console, and it was also available for gameboy color. Since its release it had been popular among fans and game critics. This game gained so much popularity that Guinness World Records named it the 42nd most influential video game of all time.

Ocarina Of Time is the fourth game of the series, and the first game released for the nintendo 64 game console. This game was one of the most anticipated games of its age.

It is also listed by numerous websites and magazines among the greatest video games ever created. This game was really succesfull for nintendo. G4 television declared it "the 1 game of all time.

This game has a unique feature, it has a 3-day time system 72 hours in total , so the game time is conected to your real life time. Also in this game Ganon and Zelda characters are not visible in the game, because the story of the game is based on an apocalypse. This games are a part of capcom's oracle series, they're made for the game boy color console and for game boy advance. Login Sign up.

Apr 23rd, Not a member of Pastebin yet? Sign Up , it unlocks many cool features! The Legend of Zelda was released in Japan in and the rest of the world in It was kind of a big deal.

If you ask any given fan of the NES what their favorite games are, most people who aren't weird and really like Faxanadu will probably list Zelda almost immediately. The reason being that, quite frankly, Zelda is probably the best Adventure game on the NES by a very large and wide margin.

It came out really early in the system's life and pretty much every game that tried to emulate it failed miserably because they didn't get what it was doing. Zelda drops you into a big world and tells you to basically just get lost and have fun exploring at your own pace.

However, while it doesn't direct you, it doesn't leave you directionless. Nearly every screen in Zelda has something in it, be it a hidden stairwell under a bush you have to burn, a tree that people who take timelines way too seriously say is the Deku Tree, or caves.

And in these dungeons and caves and stairs are people who will give you hints. With the exception of a few rather poorly translated ones, they're good hints, Brent. I'm pretty sure the game is extremely fair in telling you where its three hidden dungeons are and how to get to them. Speaking of the dungeons, holy shit, the sheer number of ways you can do the dungeons in this game is insane. You can, in theory, find the 8th dungeon before you even find the 1st dungeon. In fact, I think the 8th dungeon is closer to your starting posistion than the 1st one is.

Wait is that true? Hold on let me check. Okay, it isn't, but it IS closer to your starting posistion than the 2nd dungeon, which is amazing. There's nothing stopping you from doing this dungeon first. This is an amazing game because while there is a suggested order for you to do things in, there's nothing stopping you from just straight up ignoring that suggested order and doing your own thing.

In fact, the entire overworld of Zelda is open to you from the get go if you know the secrets, and only two dungeons are inaccessable, though I think there's one or two more that aren't completable without the ladder. There's no hints anywhere that the game doesn't want you in that area except that the monsters are really tough and maybe you should come back later with more health and better equipment.

The game feels like I don't know, an adventure. Your hand isn't held at all in the original Zelda. You find the dungeons yourself, you kill the monsters guarding the Triforce pieces, you kill the big ol' pigman at the end, YOU save the Princess.

And that's a really good, satasfying feeling. You surmounted these odds to beat the game, and unless you used Nintendo Power or something, you did it all by yourself. Zelda II: Adventure of Link was released in and it follows Okay, full admission time, I'm a huge Zelda II apologist. I really like the game on its own merits and I think if it wasn't a Zelda game people would like it more.

The entire game world isn't open to you from the get-go, sure, but it's basically sectioned off into four different really big areas that all have at least one dungeon in them. The dungeon order can largely be ignored as long as you're okay with navigating dark caves because you didn't pick up the candle in dungeon 1, the game gives you hints but never outright tells you anything, it's good.

It's good. The Light World is, for the most part, open with the exception of a few areas that you need the Power Glove to open up. However, Light World dungeon access is extremely restricted. You can't get to the Tower of Hera without the Power Glove, which you get in the Desert Palace, which you can't get to without the Pegasus Boots, which you can't do without beating the Eastern Palace.

The game also does something the series has never done before and marking dungeons in the game's map. Can you see what's happening? The game is taking away some of the magic, deciding that a narrative is more important to the game than a sense of exploration and adventure, which to be fair, was how games, particularly RPGs, were going. In the NES days usually The Bad Things had already happened in the game's manual and it was up to you to pick up the pieces and save the day. The game opens up a bit more in the Dark World, where you can do some palaces out of order after you beat the Palace of Darkness, but it's setting a precident.

You're being led through this world. It's not quite hand-holding, not yet. It's more like that friend who's playing with you and telling you to go to places, but within the game itself.

Sure, you can ignore him and go take care of the thief, Blind, before fighting that fucking annoying moth thing, but he's just sitting there, silently huffing that you're daring to go have a fun time exploring without taking his advice.



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