For Zelda fans, everything they remembered and loved about the original NES Zelda, as well as a host of new improvements and innovations that have since become adopted as standard elements in nearly every Zelda game since.
Despite the fact that the publication was owned and operated by Nintendo, it’s worth noting that Nintendo Power magazine had A Link to the Past rated as their #1 game for no less than 5 consecutive years.
That’s roughly a whole console generation to you and me.
A Link to the Past was one of those games that I just didn’t get.
As a child, I played A Link to the Past exclusively at my Double Dragon neighbor’s house, thusly placing me in a positive and energetic environment to play the game, while at the same time limiting my actual hands-on face time with it.
As a result, I didn’t end up hating A Link to the Past the same way I did The Legend of Zelda, and Zelda 2: The Adventure of Link.
Don’t get me wrong, the game still made me feel dumb, just not to the same extent as those that came before it.
We already went over that yesterday though, so for today we’re gonna’ keep things on a positive note.
For the most part.
Improvements to the gameplay of A Link to the Past included a greatly expanded inventory of unique items and equipment, including the Pegasus Boots for running, and the wicked-awesome Hookshot for, well, hooking and shooting things.
Yeah, even I thought the Hookshot was pretty pimp.
This time around however, much of the player’s ability to explore the environment was largely tied to the abilities given to them by various items they acquire throughout the adventure.
For instance, those black stones that I mentioned in yesterday’s post, were only able to be picked up upon acquiring the Titan’s Mitt in one of the games earlier dungeons.
Whatever man, fuck you. I beat the game eventually…
In addition to the new equipment, the gameplay was also enhanced by the expansion of Zelda’s famous dungeons into multi-tiered structures with numerous floors.
This element of the gameplay not only increased the overall size of the game, (which was already made larger by the increased storage capacity of the Super NES’ cartridges) it also had a hand in enhancing the complexity of some puzzles.
A common element to many puzzles in A Link to the Past involved dropping down to lower floors in the dungeon from specific locations to find otherwise unreachable rooms or treasures.
In many cases, both as a child and just recently when I finally finished the game, I found that my simple, non-Zelda attuned mind had difficulty memorizing the layouts of multi-tiered dungeons, largely due to the top-down view.
From a bird’s eye view, room layouts become familiar and easy to remember, however when it comes time to connect those rooms into a coherent, interconnected whole, I just couldn’t do it.
I know, I know, “Use the map dumbass.”
Well, for your information, I did, and it helped sometimes, but not when I got lost.
Speaking of “lost,” did I mention that A Link to the Past introduced the popular Zelda concept of “The Dark World?”
The Dark World in A Link to the Past, was a unique concept that took the classic overworld map of Hyrule used in the previous games in the series, and effectively doubled it in size.
This parallel world became layered on top of the original Hyrule, and could be accessed by way of numerous portals scattered across the map, as well as through the use of the awesome Magic Mirror.
By giving the player two maps that they could transport between at will, Nintendo succeeded in not only creating a massive game world, but also in pissing me off by creating various puzzles and secrets that could only be solved or discovered through careful observation and manipulation of how the two worlds connected.
Trust me, it always sucks to see something cool just down the hill, only to find that it’s inaccessible unless you jump back and forth between the two worlds and put your non-linear thinking cap on.
My non-linear brain gets stumped by “creamy” or “chunky.”
As icing on the Zelda cake, A Link to the Past featured a wonderfully composed and technically advanced soundtrack for it’s time.
Like many of the video games from major franchises of the time, A Link to the Past’s soundtrack was a thematic mix of old and new.
Many of the tracks and audio cues (I.E. the “item get” and “secret uncovered” cues) present in the previous games were remixed to great effect.
Fortunately, Mr. Kondo also succeeded in creating a number of brand new tracks that managed to live up to expectations, with some, like the Hyrule Castle theme, being utilized in future games, thusly securing their place in thematic history.
That being said, I can’t believe we’re already there, but it’s time for the Azn Badger to reveal that the Best Track in the Game is…
Overworld Theme (Dark World Version)
*Warning!* Cock-sucking up ahead! *Warning!*
The Dark World theme is the Armored Armadillo stage theme of A Link to the Past.
You listen to it a fuck ton of times throughout the game, and yet you relish every moment of it.
Me saying that about a piece of music featured in a game I mostly hate, speaks volumes as to the quality of this track.
I love that it has an element of severity, of, dare I say it, “darkness,” that seems to resonate from the faux midi strings.
The Dark World Theme is a terrific action and adventure track that goes together all too well with the bizarre and hostile landscape it inhabits.
Based on it’s pedigree, most would expect me to declare the Super NES version of The Overworld Theme as The Best Track in the Game for A Link to the Past.
However, in my opinion, I feel that this particular remix is a little weak when compared to some other versions.
The original Overworld Theme was tinny and hollow, but it had a strength to it, a soul, that made it timeless.
This version feels a little too “pokey” to me, like it really is just the theme music of a little boy traipsing through the woods on a bright sunny day.
To me, the Zelda Theme has always been about bombast and adventure, about a larger than life fantasy that demands a bold and powerful theme so audacious that it would sound downright ridiculous when played over anything pertaining to real life.
In my eyes, the Zelda Theme has yet to be done justice, even when presented in orchestral form:
To me, this version has the appropriately “big” sound to it, however it’s conducted far too slow a pace.
It’s a wonderful composition, and many great renditions of it exist, however I feel that we have yet to see the definitive version of the Zelda Theme.
That being said, that’s all I’ve got to say about The Best Track in the Game this time around.
Have a good night watching Lost and not reading my blog.
Imma’ watch my brand spankin’ new DVD of Fire of Conscience or some shit.