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The Legend of Zelda: A Link to the Past

ゼルダの伝説 神々のトライフォース

Developer / Publisher: Nintendo
21 November 1991
The Legend of Zelda: A Link to the Past [ゼルダの伝説 神々のトライフォース] - cover art
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1,697 Ratings / 6 Reviews
#106 All-time
#1 for 1991
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1991 Nintendo  
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JP 4 902370 501421 SHVC-ZL
1992 Nintendo  
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CA 0 45496 83018 2 SNS-ZF-CAN
1992 Nintendo  
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XNA 0 45496 83007 6 SNS-ZL-USA
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Um marco pra série, que repetiu seus conceitos mais essenciais até Breath of The Wild. ALttP pôs em prática as ambições do primeiro jogo em uma fórmula que até hoje é muito prazerosa.
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gabrielctps 2022-03-10T01:54:17Z
2022-03-10T01:54:17Z
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The SNES was filled with soft reboots of iconic Nintendo franchises that debuted on the NES. In the case of the system's launch title, Super Mario World, the game held the essence of the first three Mario titles, but the nature of Mario was fundamentally enhanced. The graphics of Mario were given a glossier sheen with tighter enhancements to the familiar gameplay. These improvements proved substantial and made the NES titles look incredibly rudimentary with just one successive generation. This evolution was easy for Mario because Nintendo chose to expand upon the first game's gameplay before the launch of the new console with Super Mario Bros. 3. The refined nature of Super Mario World was a pleasant improvement, but it did not come as a surprise. On the other hand, fans of The Legend of Zelda didn't know what to anticipate from a next-generation Zelda game.

It's a wonder if people felt as disenfranchised with Zelda II back in the 1980s as they seem to be now. It was a sequel that radically deviated from the first game's foundation. It wasn't "breaking the mold" of the franchise quite yet because the mold of a Zelda game hadn't settled quite yet. Zelda II continued the first game's story, but every other aspect seemed incredibly unfamiliar to everyone who played the first game. The shift to a side-scroller was an acquired taste, and so was the excruciating difficulty level. While I appreciate Zelda II more than others, continuing the franchise with Zelda II as their muse would prove complicated. The cracks of Zelda II were more than just unrefined. Zelda II's infuriatingly inaccessible, cryptic habits were the pinnacle of the unsavory design aspects of the NES era. Translating the design of Zelda II would take more than improving the graphics and gameplay with superior hardware; it would take a total overhaul of the entire game. Some players welcomed this new direction to the franchise while others nervously sweated at the notion of this game setting the course for every future game. Nintendo decided that adapting the makeup of the first Zelda title proved to be a more straightforward and more sensible solution. The latter's worries were relieved with the next-generation follow-up to Zelda II: The Legend of Zelda: A Link to the Past. With just one more entry, the new conventions established by Zelda II were blown to the wayside. Instead, A Link to the Past built upon the foundation the first game put in place, aided by the advantages of next-generation hardware. If the first Zelda game was a rough template for the series to work upon, A Link to the Past is the unlocked potential of the first game.

There were plenty of ambitious and admirable qualities in the first Zelda title to expand on in A Link to the Past. The unprecedented open world that the first Zelda game presented was groundbreaking, but the primitive hardware of the NES marred its intended expansiveness. Implementing this splotchy, 8-bit world was a commendable effort, but traversing through it block-by-block on a grid system felt counterintuitive to the intended effect of the open-world design. The open-world in A Link to the Past doesn't entirely fix the awkwardness of the first game, but the improvements are readily apparent. The blocks of land that divided Hyrule in the first game were the same size, symmetrically composed with rectangular spaces of the same relative size. Traversal in A Link to the Past causes the map to shift in the same manner as the first game, but the area in one unit of land is far more spacious. The camera moves with the classic top-down perspective and shifts logically by dividing the map. This perspective makes room for structures like fortresses and castles, which now have an intimidating stature, unlike the dungeons in the first game. This spatial adjustment also extends to settlements like Kakariko Town, something the first game desperately needed to make Hyrule feel more lively. It all aids in the expansiveness of Hyrule. However, shifting between parts of the area, like in the first game, is still jarring. Refining the map's structure here isn't perfect, but it's a less restricted step in the right direction.

Hyrule's geography has shifted back to the layout of the first game. Death Mountain towers on the peak of the land in the north, and Lake Hylia sits in the southeast. The various green shrubberies and the dry, depleted-looking desert areas are located in between. The primitive graphics of the first game made these topographical areas discernible through a simple color scheme and a bit of the player's imagination. Still, the 16-bit outlines make them lucidly visible. Green grass is planted everywhere without blending in with Link's tunic; the trees have trunks, and the terrain of Death Mountain is rocky and steep. It's precisely what the developers at Nintendo wanted this magical kingdom to look like. The rudimentary look of the first game that made traversal and secrets somewhat cryptic is alleviated with the graphical overhaul. Now the player can see the cracks in the walls that indicate it can be exposed by planting a bomb there. As far as retaining that feeling Miyamoto used to get when he would explore the woods as a child, that endearing effect is somewhat lost here. The attention to detail regarding the geography of Hyrule and the settlements sort of compromises the magic of imagination. I doubt that there were colossal towers and castles in Miyamoto's backyard. The initial impetus for the Zelda series is gone, but only due to positive evolution. The first game was how it felt for Miyamoto to adventure outdoors, but A Link to the Past is the full vision of Miyamoto's imagination while adventuring.

The developers also unlocked the full potential of what Link intends to play like. The courageous, green elfin scamp controls have been polished with the same attention and care as the world of Hyrule. For one, Link looks more like a person and less like a globular mess of pixels meant to resemble a human being. Link has a relatively expressive face, with his eyes widening whenever he gets hit. More importantly, the smoother traversal rate compliments Link's new range of movement. Link's sword swings emulate more natural-looking swiping motions instead of erecting a tiny, brown pixel that does not even resemble a sword. Link's sword swipes are so fluid here that charging up a swipe allows him to swing the blade in a circular motion, damaging all enemies in his vicinity. This fluidity also translates to his general movement as Link moves smoothly across the map frames with a charge move he can build up for ramming speed. At full health, Link retains his projectile ability with his sword, but this move has advanced to the point where Link's sword spurts circular beams of magic that annihilate foes. Link feels far more capable than before, and all of the extra abilities are simply a case of the developers flaunting the new freedoms of movement.

Link is much more capable this time around because of the extensive arsenal A Link to the Past provides. The various items of the first Zelda game merely represented the essential fantasy tools made familiar across all fantasy lore. Link's sword, shield, bombs, and arrows were enough to defeat Ganon in the first game, but A Link to the Past is a more arduous venture. All of the items mentioned above make a return but are much more advanced than in the first game. The most powerful sword in the first Zelda title was the enigmatic master sword, which stands as a series symbol. Uncovering the master sword in A Link to the Past is a seminal moment in the game, but the player might have difficulty dealing with the challenges after a certain point in the game if they insist on using it. Link's sword can upgrade past this to the crimson tempered blade and the glorious golden sword to dice enemies into a paste. The shield can be upgraded further to a mirror shield that reflects most projectiles, plus the maximum number of bombs and arrows can increase to unprecedented sizes. New items like the Hookshot and the magic hammer are tools that further accentuate Link's new smooth range of movement and can also be used as long-range weapons to substitute the arrows and the boomerang. Link can even huck pots and other miscellaneous items at enemies in a pinch. A bigger Zelda adventure like this one couldn't have been confined to the simple aparati that the first game presented, so all of these new and refined ways to play The Legend of Zelda.

One aspect A Link to the Past borrows from its now bygone older brother Zelda II is a magic meter. In Zelda II, special abilities like rejuvenating health and jumping higher were selected in a menu. Using them costs a certain amount of a white meter displayed above the screen. A Link to the Past translates this much more smoothly with a green magic meter shown at the top left of the screen. Instead of being used for special abilities, magic in A Link to the Past is used for many new items. The Cane of Byrna creates a shield around Link that makes him invulnerable, and the Cane of Somaria generates blocks that can be pushed onto switches. The fire and ice rods shoot magic of each element, the magic cape makes Link invincible and invisible, and the bag of magic powder turns hostile enemies into more pleasant beings like fairies. The three medallions create a ripple of magic that obliterates the enemies on screen. The candle from the first game has even shifted to being powered by the magic meter. Naturally, all of these items drain the magic meter like nobody's business, but there are refill items of varying quantities all over. The magic meter is a sensible system that works with the franchise A Link to the Past's evolution. It's more practical than limiting the player to one-time use of a magic item like the candle per area.

These advancements to the Zelda foundation warrant a better sense of accessibility, something that the first Zelda game lacked, along with most other NES titles. For one, the player is granted the vast majority of their health instead of the measly three hearts the first game gives the player upon dying. Before that happens, the player is given plenty of resources to prevent it. Potions are purchased in the overworld in a few shacks that fully restore health, magic, or both in a blue concoction. The player keeps these potions in jars found in the overworld. The potions can be pricey, but another option is to keep the player from dying. In the first game, fairies were a relatively rare health item that would sprout up out of enemies on occasion. Their occurrences were random and tended to swindle the player if they found one while having most of their health. Fairy fountains could be visited for a more deliberate way to restore health, but only a few of these were on the map. Traveling to one of these on the map tended to be rather inconvenient. Not only are fairies more common in A Link to the Past, but the player can use a net to capture one and put it in a jar for later use. Having one in one's inventory can automatically revive the player as well.

A better emphasis on accessibility is not a detriment to A Link to the Past that, makes for a more shallow experience. The scope of A Link to the Past is a hundred times greater than that of the first Zelda game, and the developers had to provide thusly. The story is the grandest aspect of A Link to the Past compared to the first game that necessitates all of these additions. It's essentially the same tale of Link defeating Ganon, but a more fleshed-out version of it with more context that makes it all the more magnificent.

A Link to the Past takes place before the first game and Zelda II, making this game a prequel. Yes, A Link to the Past is the first Zelda game to truly ignite the intricate "Zelda timeline," which is so convoluted that I completely ignore it across all Zelda games to save myself the migraine, but I digress. During a hectic rainstorm, Link is awakened at night by a telepathic message from Zelda signaling that she is in danger. Link's uncle saves the princess and commands Link to stay safe in bed. Link disobeys his uncle's wishes and follows him to the fortress in the center of Hyrule. Link encounters his uncle dying and takes his sword and shield, continuing his quest to save the princess. Link leads Zelda to a sanctuary where a priest protects her. The priest informs Link that the evil wizard Agahnim has taken over Hyrule and plans to use Zelda to break a seal that keeps Ganon in "the dark world." The priest instructs Link to find the master sword in the Lost Woods to defeat Agahnim and save Hyrule from succumbing to Ganon's darkness.

Before Link can obtain the master sword, he must find the three magic pendants found in three different dungeons across Hyrule. Like everything else in A Link to the Past, the dungeons have been significantly enriched, and the three dungeons in the light world are perfect for displaying the evolution of the Zelda dungeon. Like the first game, the dungeons can be accessed in any order with a suggested order that most players adhere to. Unlike the dungeons in the first game, these three are marked by their color amulets on the map, eliminating the hassle of finding them. Except for the final dungeon, the dungeons in the first Zelda game were reasonably straightforward. The player would be given two paths that would lead to either an item or the boss, and the player would have to trek back from either path to get to the other one. Getting through these dungeons involves the same objective of solving puzzles and defeating enemies to obtain keys that will unlock the boss, but the means of traversal have changed. The best word to describe the overall design of the dungeons in A Link to the Past, especially compared to the dungeons of the first game, is layered. The dungeons in A Link to the Past have a more intricate design that experiments with navigating the number of floors in each of them. The central foyer of many dungeons will give the player a visual idea of its massive layout, with the immaculate architecture that spans throughout. Describing these buildings as "dungeons" almost seems inappropriate because the word dungeon signifies dinginess and a dank atmosphere. They no longer have the cavernous aura that the dungeons in the first game exude. These capacious architectures are more fitting as palaces with their towering composition, and many of these places are given this moniker by the game. Link climbs several flights of stairs across each of these palaces and falls through pits in the floor to a lower level, another way to highlight how immense these structures are. Progression through these palaces is also more elaborate. Keys would appear in the dungeons of the first game to open various doors to get to the end goal eventually, but A Link to the Past presents a "big key" with horns and higher importance. This key is used to unlock the chest containing that palace's item/weapon and the door that leads to the boss. The player will often find the big chest or the boss door far before they find the big key, so the temple will show them in a myriad of directions that accentuates the complex design of the palaces.

After obtaining the three amulets, a battle with Agahnim occurs on the top of the fortress. Upon his defeat, Agahnim sends Zelda to the dark world, and Link follows after her. The player will already be familiar with this realm from traveling to the Tower of Hera. Link will uncover a weird portal that warps him to a shadowy land where he is rendered a pink, defenseless rabbit, a supposed reflection of Link's inner being. Now that the player has the moon pearl, Link can navigate through the dark world without transforming, starting at the top of the pyramid at the center of it. The dark world is a warped Bizzaro reflection of Hyrule, supposedly a grim foreshadowing of Ganon's influence if he breaks free from this realm. The familiar knights have been turned into armored swine, rocks are now skulls, the trees of the lost woods look like something from H.R. Giger, and there is a constant atmosphere of chaos and decay. It's Hyrule from the perspective of someone having a bad trip on magic mushrooms. The dark world has an exciting aesthetic, but it's the turning point where the cracks in this game start to show.

For one, the pivotal moment where Link arrives at the dark world is a significant spike in difficulty. Acquiring the master sword will increase the player's damage output, but this improvement will only be felt in combat by the player only while in the Hyrule Castle Tower. All enemies in the dark world take several hits to defeat and cause a hefty amount of damage to Link, a noticeable change from battling the enemies in the light world. If the player ever had trouble with a specific section in the first game, they could quickly obtain upgrades for their sword, shield, etc. Any experienced player who knew the locations of the heart containers could procure the master sword by the third dungeon. This flexibility is not the same for A Link to the Past, as roadblocks are locked by certain items and weapons obtained in the palaces. The western side of the dark world can't be traveled to unless the player has the magic hammer, the tempered sword can't be unlocked until after the fourth dungeon, and the next armor upgrade is in the depths of the fifth palace locked by a big key. This restrained progression goes against the free-flowing ways of the first game and slightly discourages exploration. It's also inconvenient traveling to and from both worlds due to the mirror only being an exit from the dark world. Finding a specific place on the map to enter the dark world again is a vexing excursion.

In the dark world section, a Link to the Past also adopts a more languid pace. The task to rescue the seven maidens is divided by a whopping seven palaces, and completing them one by one can get tiring. It doesn't help that the poor design of some of these palaces makes for a frustrating experience. Skull Woods attempts to design the palace in conjunction with Lost Woods overworld, an ambitious hybrid that falls completely flat. Using the keys of this dungeon is a waste because most of the dungeon can be passed by acquiring the key in the first room. The Ice Palace decides that being bombarded by enemies on slippery floors is an excellent method of challenge (it isn't) with a boss at the end who I'm convinced the player can't defeat without a full magic meter. Turtle Rock has a better overall design than the other palaces but is home to one of the most unfair sections in the entire franchise. The player must navigate a room designed with several swirling paths and manage to find the right way to both the switch and the exit door, all while avoiding two circular fire beams entirely in the dark. I used three fairies during this section and was beyond relieved when I overcame this fucking egregious section with pure luck on my side.

Unlike the palaces, a Link to the Past never compromises on its bosses. One of my biggest gripes regarding the first game was using bosses to pad the game. Bosses like Gohma and Dodongo were also far too simple to provide a substantial challenge. No matter the quality of the palace, the bosses across the entirety of A Link to the Past, are varied, and the challenge never falters. The six Armos Knights hop around the arena with shields covering their front sides. The last of these knights turns red and tries to crush Link with his hulking mass. It's a relatively undemanding first boss that feels much more electric than Aquamentus, who required that the player shoot a steady target while dodging frequently. Blind the Thief is the first cinematic boss in The Legend of Zelda as his princess mirage is exposed by sunlight after Link escorts him out of a cage. The Helmasaur King, my favorite boss in the game, is a giant, red reptilian whose armor needs to be broken off with that palace's item. It takes many hits to remove it, and each progressive chunk feels so satisfying to whittle away. The rubbery Moldorm may irk a few players, but I can still appreciate the boss's mechanics. The first game's lusterless final fight against Ganon is remedied here as Link climbs a colossal, sinuous tower to fight him in a duel that finally makes the dark king as imposing as his status. While I felt exhausted at the number of palaces in A Link to the Past, I yearned for more of these bombastic boss fights. Out of the improved aspects of the franchise that A Link to the Past makes, these fights are the most sizeable.

Any sequel on an advanced console should be objectively better than its predecessors on an inferior one in most regards. The core imperative of the SNES was to use the superior hardware to provide something they couldn't have done previously. In the case of Mario, translating the foundation of the series was arguably too easy because the foundation was already solidified. On the other hand, the Legend of Zelda managed to make something that surpassed the first game in spades during the midst of an identity crisis spurred by the previous game. A Link to the Past may be a bit bloated and more linear, but the significant improvements with the first game as its rough template are hard to argue against. It is essentially the first game, but bigger and better. A Link to the Past was the game that made the solid commitment for what a Zelda game is expected to be.
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Erockthestrange 2017-07-21T20:09:16Z
2017-07-21T20:09:16Z
8.0
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The main contribution to Zelda's format (and video games in general) arrived with A Link to The Past - their magnum opus, a display of unbridled creativity and an ode to the power of discovery. Here, the debut's style suddenly expanded to the point where the overworld was practically one huge dungeon, whose areas become accessible and bonuses become attainable as the player finds new items within its 'sub-dungeons'. Refinements to controls and tools imbue their craft with even more possibilities, not only in terms of main quest progression but for numerous side-quests and overworld secrets too, with the former even awarding handy tools themselves. Likewise, its overarching time travel mechanic simply further attests to their imagination, layering a mirrored world complete with its own intricate web of unlocks, while interacting with puzzles in various unexpected ways. Dungeons received a massive upgrade as well - simultaneously becoming more complex & distinct in design and more accommodating in their approach. The Desert/Swamp Palace, the devious Skull Woods, the strange but memorable detour of Thieves' Town, the tricky multi-tiered Ice Palace, and the intense Turtle Rock/Ganon's Tower are easily series highlights, but the rest uphold a consistent level of excellence across the board. Their overall effect updated the language of clever puzzles and elaborate unlockables, rewarding attentive exploration without surrendering to the cryptic stereotypes of its era, injecting unprecedented depth to something that years later would be christened 'metroidvania'. A pinnacle, perhaps the series' true vocation that would inspire countless others - action-adventure or otherwise.
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Blah_Blee 2021-06-30T16:30:17Z
2021-06-30T16:30:17Z
8.5 /10
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A Link to the Bad
It's a link to the past and it's really bad. The creatures and the monsters are very sad.
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CKSkies 2021-06-29T02:37:07Z
2021-06-29T02:37:07Z
8.0
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If only I could rate it lower
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Probably the best thing you can say about 2D Zelda games in comparison to their 3D counterparts is that the focus is actually on the gameplay. The appeal of 3D Zelda games - at least until Breath of the Wild - is carried by atmosphere and story and characters, while the actual gameplay took a back seat. I don't fault them for not being adventurous with game mechanics for Ocarina of Time because it was all new and they were working with limited processing power, anyway; it just sucks that it took them until Breath of the Wild to really try something new.

But they had the core of the 2D Zelda experience down pretty much right away - the sense of exploration, navigating through dungeons, the danger of combat. You would think that the third dimension would open up possibilities for gameplay, but in practice I think the lack of refinement in 2D Zeldas means that there's no 'correct' way to do things, letting you dive in and figure things out on your own for a bit. This also means there are some parts that are a little dodgy, and I can't claim to love fighting my way through enemies in this game. Some enemies seem hard to avoid or hit and can whittle down your health far too quickly, and a few bosses are awkward and frustrating. (I hate the worm boss that knocks you to the second floor with a single stray hit, making you have to climb back up and start the fight all over again. Thank God for save states.) But I do enjoy the wide variety of projectiles that are actually useful in combat; even bombs are useful in combat, which is rarely true in 3D Zelda.

I think the overworld size is just right, too. It doesn't take too long to travel from one area to another (especially if you find the Flute, which is optional, but the game guides you to it pretty explicitly), and the Light World/Dark World thing solves the issue of having to create new spaces while also making it so that it's easier for the player to remember specific areas and actually be willing to go back multiple times to see what secrets they might've missed without knowing the powerups to come. (That concept being good enough that they'd revisit it with the two worlds across time in Ocarina.) Lots of really random things hidden everywhere, too; not just the expected pieces of heart. There's powerups to your magic meter or your sword that are located in convincingly arbitrary places, new items that make your life easier (but not in a way that bypasses problems entirely). It's fun exploring the corners of this world.

Mind you, I still personally like 3D Zelda games better. The only ones I'd consider definitively better on the whole than A Link to the Past are Breath of the Wild and Majora's Mask, but Wind Waker's aesthetic will always be near and dear to me; and if I'm being honest I'd even take the consistent dread of OoT over this; structurally it's basically the same game, but clunkier and with better atmosphere. Aesthetics have always been big for me in games - I think it's a big part of why I loved the early Pokémon games as a kid - and they're very basic in this game, which is probably why it's taken me well over a decade to actually get around to beating this thing. But credit where credit's due - consistently distinct and solid gameplay through the whole thing. No coincidence that I see more people who say they replay this one than I see people actually replaying Ocarina.
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Azdiff 2021-03-07T04:52:22Z
2021-03-07T04:52:22Z
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Oh I get it a LINK to the past
My history of Zelda is a complicated one. I would always rent them from Blockbuster, get the same distance into the game than give up when it got hard. When I got older I'd buy the strategy guides and still find myself getting stuck and putting the game down. Every generation I'd buy the games and play maybe 3 hours and drop them and I don't know why.

I'm 25 and finally think I think I know why.

This year I tried playing Zelda 1. The original Zelda is way too archaic to have fun playing and I don't have fun just staring at a walkthrough so I don't think I'll ever play it but I'm always told that A Link To The Past is the one where the magic started and I can see it but it still feels rough.

Every time I thought it was a masterpiece it would spit in my face and make me hate it and then my mind would be blown and then back to wanting to never play it again.

I'll start with the good

This game has so much fucking charm, from the world to the enemies to the town, it's not anything super special but I just loved looking at it, the pixel art has aged perfectly and I wanted to explore just to see it all.

Every single dungeon, aside from one, I thought was expertly designed much like most great puzzle games made you think there is no way you can figure out what to do and then feel like a genius when you figure it out. Exploring the dungeons was always interesting and everyone truly felt different.

The boss fights were the real show-stealer, there was magic to each one and they were always exciting how to tackle each one and even on a 2d plane they were epic in scale.

Now that's the bulk of the game which is why I think it's great but then there are the parts I hate.

Traversing the overworld is a chore, not because of poor map design because of how janky it all feels, after loving every dungeon I DREADED going to the next one because I knew I would lose half my health because I would move to the next screen clip into a bird get stuck in a rock and die. Multiple times I'd just kill link to get reset to a central position because I couldn't be bothered walking across the world. And you also don't receive the flute until halfway through if not later.

Another issue is the exploration, too much stuff in this game is like old point and click adventure bullshit, like why do certain events trigger after clearing certain dungeons, WHO KNOWS?, it just is how it is and you would have to visit every house after every dungeon to know but it just feels like a waste of time because of how much of a chore traveling through the world is.

Also, I stated how I loved the puzzle mechanics but it actively punishes you for experimenting in dungeons. The worst example is when they set rules out for how a mechanic in the game works then it just doesn't work for example the breaks in the walls means to place a bomb and it blows up simple enough. Okay well this dungeon has 4 cracks and the bombs only work on one of them and even then if the bomb is a little off the correct spot it doesn't work, so now I wasted my bombs because the logic behind the game is thrown out the window. Sam goes with the magic meter so I always felt discouraged to use it because of how limited it is for most of the game.

I would've put the music in my positives section, I think the Zelda overworld song on the SNES sound chip is great a lot of the boss music and dungeon music is enjoyable not my favorite SNES soundtracks but still very good. BUT THAT FUCKING BEEPING IS INDEFENSIBLE and it literally ruined my enjoyment of the music in the GA me causing me to have to mute it if I knew I'd be at low health for a period of time. The most obnoxious fucking noise repeated every 2 seconds not even if you have 1 or half a heart, just less than 3. This is so fucking terrible and I would pay for this dumbass feature to be removed because honestly, it's torture.

So overall I get why I always bounce off Zelda games but I get why I was wrong to not tough it out because the Great is really great the bad is really bad, I'm excited to see how they refine the formula playing through Ocarina and Wind Waker and BOTW.
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StoneColdScrin 2020-04-14T01:46:41Z
2020-04-14T01:46:41Z
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bottle_rocket ゼルダの伝説 神々のトライフォース 2022-10-04T03:57:57Z
2022-10-04T03:57:57Z
4.0
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bumblelemons ゼルダの伝説 神々のトライフォース 2022-10-04T02:44:27Z
2022-10-04T02:44:27Z
5.0
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SufferBombDisease ゼルダの伝説 神々のトライフォース 2022-10-03T01:28:31Z
2022-10-03T01:28:31Z
5.0
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fellebanan_ygsr ゼルダの伝説 神々のトライフォース 2022-10-02T20:28:26Z
2022-10-02T20:28:26Z
4.5
1
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msnoel ゼルダの伝説 神々のトライフォース 2022-10-01T11:45:40Z
2022-10-01T11:45:40Z
4.0
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anon123 ゼルダの伝説 神々のトライフォース 2022-09-30T21:23:13Z
2022-09-30T21:23:13Z
5.0
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rblick ゼルダの伝説 神々のトライフォース 2022-09-28T20:59:05Z
2022-09-28T20:59:05Z
3.0
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Xalechim ゼルダの伝説 神々のトライフォース 2022-09-28T01:20:42Z
2022-09-28T01:20:42Z
5.0
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bleakage ゼルダの伝説 神々のトライフォース 2022-09-26T09:40:52Z
2022-09-26T09:40:52Z
5.0
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Trexx ゼルダの伝説 神々のトライフォース 2022-09-26T05:57:27Z
2022-09-26T05:57:27Z
3.5
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Nebneb11 ゼルダの伝説 神々のトライフォース 2022-09-21T11:04:59Z
2022-09-21T11:04:59Z
3.5
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JexanF ゼルダの伝説 神々のトライフォース 2022-09-20T05:09:28Z
2022-09-20T05:09:28Z
4.0
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Also known as
  • The Legend of Zelda: A Link to the Past
  • Zeruda no Densetsu: Kamigami no Toraifōsu
  • The Legend of Zelda: Triforce of the Gods
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  • Previous comments (24) Loading...
  • Gayvyn 2022-01-17 20:51:28.470582+00
    Devs: puts the tower of hera boss in what was otherwise an amazingly crafted and fun game so far...
    Thanks i hate it
    reply
    • Gayvyn 2022-01-18 09:14:08.377839+00
      Nvm he isn't that hard, you just have to approach him thinking "how can i sneak a hit on him while dodging him entirely" rather than "lets hit him as mush as possible and get this over with"
    • heavymetalthunder 2022-02-03 12:51:40.664877+00
      this is one of the most fair games ever imo. perfect difficulty
    • Gayvyn 2022-02-20 06:19:00.395221+00
      my problem was that i kept falling off, and i was thinking i was doing gradual damage to him
    • Xantha_Page 2022-08-17 01:48:17.746072+00
      It's easy to hit him with the dash attack even when he's facing you because you clip through his body for the hit. (And dash towards the stairs so you don't fall off of course.)
    • More replies New replies ) Loading...
  • Loungers 2022-03-05 22:56:47.171195+00
    Well queen, you've done it again...constantly raising the bar for all of us
    reply
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  • elchriso 2022-05-21 04:42:27.943509+00
    Agree with the perfect difficulty... Until the final dungeon. No idea how any mortal human has ever beaten that without cheating lol. Even with every cheat the emulator could give me I had some trouble here and there. No shame in admitting when you've met your match I say. Would have taken me longer than the rest of the game combined to even get past the boss rush.
    reply
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  • Boffy 2022-06-08 16:17:04.647467+00
    Honestly the final dungeon wasn't exactly too big of a challenge for me, although it was very difficult and confusing at times, I think it was balanced out for me pretty well
    reply
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  • Boffy 2022-06-08 16:18:30.038811+00
    I had the best sword/armor and almost every heart etc so that's probably why, as someone whos beaten the game many times it's most likely a bit easier for me to go through it
    reply
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  • Boffy 2022-06-08 16:21:25.389772+00
    My SNES is screwed up so I beat the game without a map lmao
    reply
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  • elchriso 2022-10-03 01:41:32.194854+00
    I'll also admit for all the video games I play, I'm not that good at them, so there's that.
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