Monday, July 22, 2024

Nintendo World Championships: NES Edition Impressions

screenshot of the game doing something in Metroid

Well, this is essentially NES Remix again... just with less games and less challenges per game and without any remix, but with online competition... without any leaderboards. The focus is a lot more on speedrunning individual chunks, where they've put quality over quantity with the selection of challenges.

And it can be quite addicting to the get one single thing just right for the S-rank, where I personally do enjoy these smaller tasks more than the longer ones. It can even ruin a potentially fun challenge if there's more to it than necessary, where the best example is probably the Ridley fight from Metroid. For some reason they thought it to be a good idea to include the room before in all its laggy glory.

To make things worse they let the game rewind whenever you might fall into lava, but you can't really set where you get back into the game, so it might just place you above the lava once more... The rewind is truly useless, especially if you're going for the S-ranks, because the timer keeps running, even as it rewinds. So, you're always better off just resetting.

Controls could also be better. Like in NES Remix, you still have X as an alternative to B, but Y isn't any longer a second Select button, which would especially be useful in Metroid for the missile switch. There are options for some things, e.g. how it displays the screen(s), but overall it's lacking.

the first challenge in The Legend of Zelda, displayed with a comparison screen called "Personal Best Replay"

My main problem with this game is similar to NES Remix, however: the only two NES games that I've ever played on the original hardware are The Legend of Zelda and Zelda II - The Adventure of Link. Those are the two NES games that I care about and not much else... I've also played and beaten Metroid, of course, but that's actually my least favorite game in the series. It's a bit too archaic for my taste, as are most NES games.

Now, there are 15 challenges for each Zelda game and I quickly got S-ranks in all of them. The only ones that gave me some trouble were "Labyrinth Champion" and "Rebonack Attack". The latter always was a painful bossfight for me, where here I really had to master it for the first time. And as for the Level 1 dungeon, I simply took a suboptimal route, because I've collected both keys in the rooms next to the entrance, where this isn't necessary. I should have looked at the "Classified Information" sooner, which are super awesome in this old strategy guide style, where being able to look at those is essentially a reward for itself.

Anyway, now I'm left with little motivation to go on. I'm giving some other games and challenges a try, also in combination with the "online" modes, but it just doesn't have the same spark. And while I am more interested in a potential SNES or Game Boy Edition, those still would come with many games and challenges I don't particularly enjoy playing, e.g. F-Zero.

What I'm trying to say here is that I personally would prefer something like "Nintendo World Championships: The Legend of Zelda Edition", where they focus on one franchise and include all games that are currently part of the Nintendo Switch Online emulation, so you would have up to ten Zelda games in total. This would really get me excited to complete everything and to compete in those weekly online tournaments.

It's understandable that they are doing this on a console basis, because otherwise many Nintendo games would never be featured at all. And hopefully these types of games are not stuck with the NES for all eternity, where a Game Boy Edition would probably be so much more fun for me. But they could also do these franchise editions in addition, at least for the most popular ones, like Super Mario and Zelda. Maybe as a free offering for the 40th anniversaries?

Friday, July 19, 2024

Got Nintendo World Championships: NES Edition Deluxe Set

photo of the main box and game cart box

Well, I already got this yesterday, because for some reason Nintendo decided with this fiscal year that their new games should launch on a Thursday... But this was on a Thursday, so I couldn't even be bothered to unpack it. Anyway, it's finally here, the big summer release that we've been waiting for... Not really, but it could be a nice diversion for in-between, where I already got hooked with beating some Octoroks as fast as possible.

As for the Deluxe Set, this is the only way of getting a physical copy of the game. It costs it much as a normal Nintendo Switch game would, but you get a variety of goodies on top:

photo of the three additional items

There is a replica of the golden NES cartridge for the Nintendo World Championships, though they felt the need to use this game's logo on a black background, so it isn't exactly the same. And of course it's not a real NES game, it's just plastic, but it comes with even more plastic in the form of a standee, so you can put it nicely into a display cabinet.

In addition, you get a pin set, which is surprisingly nice, because it feels like little trophies. I'm normally not a big fan of such pins and I don't get Nintendo's obsession with them, but in this case it seems like a very good fit.

cards of NES game covers, The Legend of Zelda and Zelda II are highlighted in this photo
 

Finally, there is a card set with the original covers of all 13 NES games featured in the game. It's actually a very good selection, they've went with the absolute best games here, unlike NES Remix and NES Remix 2, where they had one too many of Nintendo's old games in there. On the backside you get some pixel arts:

same photo as above, but showing the more colorful backsides of the cards

And that's it. Nothing too special, but still neat. My only real complaint is that the cover of the card case still has the huuuge age ratings on it. Why is that? One of the biggest selling points of these Special Editions, at least for me personally, is to get a clean cover. And they are not even selling this separately!

Though, maybe they had planned to... The pin box also comes with a plastic wrapping that's normally used for My Nintendo stuff, complete with a bar code sticker for the item. Maybe they first made the retail game and those pins separately, but then decided to create this Deluxe Set instead. Add some more cardboard and plastic, and then sell it for full price. Oh, well, it's obviously working...

Thursday, July 18, 2024

Remaking The Minish Cap

If you're asking fans what (handheld) Zelda game should be remade next, you will often see The Minish Cap as an answer. This is curious, because – unlike the Oracle games and the Nintendo DS games – it doesn't seem like the Game Boy Advance title really needs one. Its 2D sprite graphics are the best looking in the series and have aged gracefully. It also doesn't have some hook, where addressing that alone would already make the game better for most people. There is no convoluted password system and it doesn't have touchscreen or microphone controls.

same scene as from the above artwork, but ingame on NSO

You can play The Minish Cap just fine in 2024 via Nintendo Switch Online, given that you're willing to pay for the overpriced Expansion Pack. The game is not flawless, but compared to the other handheld Zeldas it still looks and plays quite nicely, so it's not in immediate need of a remake. But this doesn't mean that it won't ever get one...

There is even a big hook here, it's just not as obvious at first, because it's mainly about the graphics. Yes, the 2D pixel visuals of The Minish Cap are the best in the series, as the last game that made use of them. And yes, the game still looks pretty. Nevertheless, 3D graphics would offer a whole new perspective, one that really let's you dive into the world of the Picori.

In The Minish Cap the shrinking was displayed in one of two ways. Either you were a small dot within the environment, similar to the Gnat Hat from Four Swords, or you've entered special zoomed-in screens, like the "Minish Roads", the homes of the Picori, or even entire dungeons. In those you appear normal-sized relative to your screen, but the environments are heavily enlarged.

artwork of Link and Ezlo sitting on some huge mushrooms inside a portal to the Minish world

With 3D graphics you could handle this a lot more dynamically and offer whole new perspectives. Imagine running through Hyrule Castle Town as a Minish, but it's actually zoomed in and you can see details like grass and tiny rocks, while the people around you became huge. It would be breath-taking and a completely new experience. Of course, this could potentially go more in the direction of a re-imagining, instead of a faithful remake, but either way it would be an incredibly charming incentive to re-explore the world this game.

With that in mind, it's easy to understand why people want a remake of The Minish Cap, other than the fact that's probably the most well-rounded out of the Capcom titles. It still has some rough edges, however, and the rest of this article will talk about those.


Controls & Hints

With the Nintendo Switch you get twice as many face buttons and twice as many shoulder buttons than what you had on the Game Boy Advance. This alone can already provide much more comfort, as demonstrated by the Link's Awakening remake, which didn't even make use of everything. In the very least, sword and shield should get their dedicated buttons. Pegasus Boots and the Roc's Cape are good candidates for this as well, while you still have the X and Y buttons for the remaining items.

Map and inventory should now be separate, with the inventory screen on ⊕ and the map on ⊖. The inventory can also display the main items, all your gear, and the status items at once, so there won't be any need to switch pages via L and R any longer.

Ezlo: "This is extremely important, so I hope you take pains to remember it!"

As for Ezlo, the Select button was originally dedicated to getting advice from him, where this can move to some direction on the D-pad, together with the Kinstone fusion. Nintendo probably won't support the D-pad for movement anyway, since neither Link's Awakening nor Echoes of Wisdom did so. Plus, the remake will probably become more three-dimensional, where you'd want to use a stick.

Ezlo should also get the Fi treatment from Skyward Sword HD, meaning that he will only make some sound when he wants to give you a hint, instead of popping up and interrupting the game. If the player wants the advice, they can press his button at the moment.


Kinstones

In concept the Kinstone system was pretty neat, but its execution is quite flawed. Some characters won't fuse Kinstones with you until you've reached a certain point in the game, without giving you any real hints about that. And with certain character, like Epona, you won't ever have the pleasure of fusing Kinstones, because they are part of the random pool that will run out quickly. Finally, finding Kinstones in treasure chests, sometimes even as a reward from other Kinstone fusions, rarely ever feels exciting, because you're getting so many duplicates.

screenshot of the Kinstone Bag with nine different pieces inside

There is a simple solution to all of these problems: make all Kinstone Pieces behave like the golden ones, meaning that there is a fixed number of each shape in the game and that every fusion is assigned to a specific character. There should be more shapes and colors, like purple and orange, where many pieces will be entirely unique. Let's say the remake will have 128 different fusions, because they've added some more stuff, then there will be exactly 128 Kinstone pieces hidden in the world. No more and no less.

Characters should always be ready for fusing Kinstones. If you don't have the matching piece yet, it will leave a marker on your map with the other side displayed. This even let's you open your Kinstone Bag to compare, just to be safe that you have obtained the right piece before revisiting the character in question.

If you're not meant to activate the fusion until a certain point in the game, then the required Kinstone piece will be hidden accordingly. For example, there is the Minish who lives in the northeast corner of the Minish Village and who gives you access to the final Heart Container at Lake Hylia. In this case the Kinstone piece should be found behind the 4x4 rock on the schoolyard, ensuring that you already have the Four Sword.

There also shouldn't be a shared pool of fusions any longer, giving you a reason to fuse with everyone, even that Cucco on Anju's house, where reaching it was usually pointless so late in the game. But the remake then also needs to make sure that every character still can be found at the end of the game somewhere.

Speaking of pointless things, you should be able to obtain the Mirror Shield right after summoning Biggoron via Kinstones, which doesn't happen until very late in the game anyway.


Figurine Gallery

A simple fix for the Figurine Gallery would be to increase the maximum of Mysterious Shells from 999 to 9999. This way you can simply collect as many of them as you want and then tend to this minigame whenever you're ready, even if that's at the very end of the game. The main issue here always was that reaching the maximum effectively forced you to stop whatever you're doing and go invest your Mysterious Shells, or else any more you find will go to waste.

The same goes for Rupees, of course, where the individual wallet sizes should probably be closer to what we have in Twilight Princess HD, also with a maximum of 9999.

screenshot of the figurine gallery, probability for one shell is 33%

As for the figurine game itself, there are a number of ways to improve this and speed things up. Like, it could allow you to make multiple draws at once, instead of always ever going for a single figurine. Or maybe it let's you choose between different eggs, so that you can target a specific color, similar to other common Gacha games.

Finally, there shouldn't be a Piece of Heart locked behind collecting 130 figurines. For those who want to have all hearts, but don't care about the figurines, this is just a painful requirement, no matter how much you improve it.

Wednesday, July 17, 2024

The Minish Cap Referencing Previous Zelda Games

Biggoron spitting out the Mirror Shield

Recently, I saw someone make the claim that Twilight Princess is the "quintessential Zelda game",  because – on top of using the foundations laid out by A Link to the Past and Ocarina of Time – it's "full with cameos and references to past games". I can't say that I agree with any of that, because it became too linear to truly respect those foundations. And while it certainly has some references to past games, it's mainly A Link to the Past and the other 3D Zelda games. As for cameos, I can really only think of the Skull Kid and the Postman...

However, there is one game from that era that truly was filled with references and cameos to ALL past Zelda games and that's The Minish Cap, where I was reminded of that while replaying the game once more on the Nintendo Switch. So, I thought that I should make a list of how every Zelda game before The Minish Cap gets represented. This list is not meant to be comprehensive, only to give examples to proof this point. But if you can think of anything important that I should have mentioned, feel free to leave a comment.


The Legend of Zelda

Royal Crypt. Period. This mini-dungeon is a callback to the labyrinths of the NES classic. You can hear a rendition of the music, and you can hear the secret item melody when you make keys appear, which are also just put on the ground, instead of inside a treasure chest. Gibdos can also be seen carrying items, which they otherwise don't. It's a shame that this wasn't turned into a full dungeon...

In addition, the Ocarina of Wind plays the same little tune as the Flute / Recorder.


Zelda II - The Adventure of Link

Well, Zelda II is probably the one game that has very little to go with, but in the very least The Minish Cap featured a series of learnable sword techniques, as it was first done in The Adventure of Link. And one of those techniques is even the Down Thrust, though you don't get to use it in a side-scrolling perspective here.


A Link to the Past

Mostly, A Link to the Past is represented via different music pieces. Of course there is the usual stuff, like Zelda's theme and Hyrule Castle, which are also featured in many other Zelda games. But there is more than that, like the unique callback to the beginning of A Link to the Past during the rainy part on Mount Crenel.

on the east peak of Mt. Crenel during a rainstorm

Also, you get to hear the cave theme when you're inside the secret passage that leads back into Hyrule Castle. And if you have unlocked the sound test, then you can listen to a rendition of the title screen theme from A Link to the Past. This one doesn't play anywhere else in the game, though, so it's really just a hidden feature.

The Four Sword's curse-breaking magic looks like the sword beam of the Master Sword from A Link to the Past. And while the Ocarina of Wind plays a different tune, the way you call a bird to travel over Hyrule is very similar to the Flute (which was also an Ocarina) from the SNES. The witch Syrup also returns, who had been present in all handheld Zelda games til this point, except for Four Swords.

King Daphnus standing in a prison cell.

As an environmental reference, you get the same prison cells in the basement of Dark Hyrule Castle as the ones in the beginning of A Link to the Past. Instead of Zelda, the king of Hyrule is imprisoned here, but overall it's quite similar in how this area is structured.

 

Link's Awakening

Naturally, the first handheld Zelda game had to be referenced in several ways. The Mysterious Shells are a nod to the Secret Seashells, even though they work differently. Simon's Simulations are reminiscent of the Dream Shrine. And your normal sword beams make the same sound as those from the L-2 sword.

This might be a minor detail, but the room with the two Sparks before the boss chamber in the Fortress of Winds is a callback to a similar room at the end of the Face Shrine, Level 6. More importantly, The Minish Cap is one of the few Zelda games other than Link's Awakening to feature enemies from the Super Mario series, like the Bob-ombs and Lakitus.


Ocarina of Time

Mainly, Ocarina of Time gets represented with a variety of recurring characters. Malon, Talon, and Epona make an appearance Рthere is even a whole Lon Lon Farm and you can get Lon Lon Milk for your bottles. Then we also have Biggoron, the carpenters, Anju (as the Cucco lady), Damp̩, and more. The Hyrule Castle Town music is also a remix of the Kokiri Forest theme.


Majora's Mask

Similar to Ocarina of Time, the other N64 classic gets multiple character cameos, including Tingle, Gorman, and the Postman, but also characters that are present in both N64 games, like Dampé and Anju. Well, technically Gorman and the Postman also exist in Ocarina of Time, but here they are based on their iterations from Majora's Mask. Otherwise, Major Hagen's obsession with masks can be seen as a reference to Majora's Mask overall.

Link fighting the Gyorg Female

And let's not forget one of the most impressive boss fights in the game: the Gyorg Pair. Though, why they are called "Gyorgs", we will never know...


Oracle of Ages & Seasons

Din, Nayru, and Farore make an appearance. Also, each of them are looking for a new home, but you can only give two of them a house, which happen to have a red and a blue roof. This can be interpreted as a callback to how they were only able to make two of three planned games in the "Mystical Seed" series, though you don't have to go specifically with Din and Nayru.

red Link next to red house

There are even more characters from the Oracle games to be found, like Stockwell and Dr. Left (who was a reference to Mr. Write from Link's Awakening). And the Roc's Cape returns as an item from Four Swords, which originated in Oracle of Seasons as an upgrade to the Roc's Feather.


The Wind Waker

This is probably one of the most obvious examples, given that both Four Swords and The Minish Cap translated the toon style of The Wind Waker into 2D sprites, which can be seen in certain enemies, like the Moblins. However, The Minish Cap went a step further by also bringing many of its characters into 2D. We have Tingle's siblings, Beedle, Carlov, Sturgeon, Zill, or the Goron Merchants. And King Daltus greatly resembles the King of Red Lions, Daphnes Nohansen Hyrule.

Also, the Mirror Shield looks exactly like the one from The Wind Waker. And one of the bosses, Mazaal, is clearly based on Gohdan. In German they even share the same name: Quartoxuma.


Four Swords

In this case it's probably easier to list what didn't make it into The Minish Cap, since the game uses the same engine and assets as Four Swords. They essentially took the multiplayer Game Boy Advance title and used it to make a new singleplayer experience.

a look at the Four Sword Sanctuary from the intro of Four Swords

Major story aspects, like Vaati and the Four Sword, made a return here. Even the Minish Cap itself is based on one of the items from Four Swords, the Gnat Hat.


Four Swords Adventures

The Minish Cap and Four Swords Adventures were developed in parallel, so it's far-fetched to claim that there are any intentional references between the two games. Still, since both are based on Four Swords, they share many similarities, other than featuring Vaati and the Four Sword. For example, both games use the four stones from the Four Sword Sanctuary as key items: in The Minish Cap they became the four elements, while in Four Swords Adventures they are the four "Royal Jewels".

Tuesday, July 16, 2024

Replaying The Minish Cap on the Switch

Princess Zelda standing in front of Link's house

While waiting for the next sessions of Four Swords via Nintendo Switch Online to happen, I felt like playing the Zelda game once more that was made out of the same assets: The Minish Cap. Back when the Game Boy Advance was new and I had no one to play Four Swords with, The Minish Cap was a real treat, because it let me experience something in the same style all by myself. And I suppose this feeling never went away, even after twenty years...

There was an additional incentive, however, because with Nintendo Switch Online you get access to both the US and the European versions. Normally, this isn't all too interesting, since the differences between these two regions are usually minor. But The Minish Cap was one of the exceptions and a special one, because this game was released in Europe before North America, over two months even, very shortly after the Japanese release on November 4th 2004.

Eenie and Meenie plowing the fields

Today you have simultaneous worldwide releases for every new game, which is fantastic, but this wasn't always the case and 20 years ago Europe usually was the last in line, because the games had to be translated into multiple languages first, which took time. So, usually Nintendo games came out in Japan first, then in North America, and finally in Europe (I'm ignoring poor Australia here, sorry).

To get the game so soon was truly special, but it came at a price: the European version was based on an older build of the game. You can read all about it on TCRF, but the biggest issue was a bug that makes you unable to fuse Kinstones with Eenie, which ultimately prevents you from getting the last Empty Bottle, Biggoron and the Mirror Shield, as well as the Tingle Trophy. Imagine you reach the end of the game and then have all those missing...

looking at a Bomb Bag for sale at Stockwell's

In addition, there was a third Bomb Bag upgrade added to Stockwell's Shop, which wasn't available in the European version, so you could only have 50 bombs at max. It's not that you really need the 99, but it nevertheless felt like something was missing, because both your wallet and your quiver can be enhanced three times in total:

  • once from Stockwell's Shop
  • once from the Great Fairies
  • once from fusing red Kinstones

There is a pattern here and with that there was clearly something absent in the European version, making this a bigger deal than you may think. (I still remember how some North American fans were disappointed that all they got was a bigger Bomb Bag, despite waiting two months.)

The most important part are a number of quality of life updates, however, where my favorite is that all the Kinstone markers on your map will go away once you've collected the corresponding treasures. In the European version opened doorways and similar remained forever, cluttering your map, where this also meant that you didn't have an overview of what you've already obtained.

So, overall you want to be playing the US version, unless you don't understand English (in which case you probably won't be reading this blog anyway). And thanks to Nintendo Switch Online, I can finally enjoy that version on official hardware, so this was also a big part of my motivation to play this over what I already have on Game Boy Advance and Wii U, other than the fact that using my Switch is the most convenient way of playing games for me right now.

at Nayru's new house, next to the Cucco den, wearing the blue tunic

Anyway, so much for the history lesson. While it was great to play the US version again, the rewind feature of the Nintendo Switch Online emulators also improved the experience quite a bit. I've already talked about how it helped tremendously with the figurine collecting, where for the first time all the shells that you obtain from treasure chests were more than enough for getting everything. You can read all about that here.

In addition, it also helped quite a bit with the annoying Cucco minigame, because you can quickly undo mistakes and try again, without the need to repeat the entire round. I've always hated this minigame, because it's a perversion of the fun Cucco search from Kakariko in Ocarina of Time and completely overstays its non-existent welcome. But at least the rewind made it somewhat bearable to do it all over again...

Borlov: "Your prize is 999 Rupees. Just take it, and never gamble again!"

Though, its most potent usability comes with the last minigame in Hyrule Castle Town: the Chest Mini-Game Shop. Unlike in A Link to the Past, it's completely predetermined what chest contains what before you open it. So, all you have to do is rewind and pick the right chest. The "triple or nothing" variant let's you turn 10 Rupees into 999 Rupees in less than a minute, so money won't ever be an issue again. Even if I had to grind for Mysterious Shells, which I didn't, I could have simply bought them from the shop, and then "gamble" to refill my Rupees.

What the rewind won't help you with is Ezlo. He's still annoying me greatly, telling you the most obvious and mundane things, interrupting you in the middle of your actions. He even tells you the solution to puzzles while you're already solving them, which might even cancel what you've been doing, like creating clones. Ezlo comes straight out of handholding hell, where he's making babies with Fi. And this makes me actually worried about Tri... Maybe it's their offspring...?!!

Ezlo: "Perhaps your sword could reflect the blasts coming from those statues."

Begone, talking hat! May the Minish Door never open again!

It also didn't help that I've been playing TUNIC recently, a game that does not spell things out for you (quite literally) and challenges your intelligence, instead of insulting it. More on that later, but it makes it so much more painful that there was this phase for Zelda, where Nintendo simply was too afraid that the players wouldn't understand things. And I'm glad that's history.

Another thing I ended up disliking is something that I've always been praising about this game in the past: the Kinstones. Well, I still enjoy this idea of making things appear all over Hyrule, adding to the environment, opening new ways, and so on. But the execution is quite flawed...

The main problem is with characters who refuse to fuse Kinstones until some arbitrary point in the game. So, you go and explore, find some Minish living in a small hole somewhere, but all you can do is talk to him. He may give you a hint that he is up to something, but you don't know when this is going to happen...

A prime example is the Minish who lives at the "lake" in the northeast corner of the Minish Village. He will open the way to the final Heart Container, but not until you've obtained the completed Four Sword. How are you supposed to know this? Well, apparently you aren't supposed to know. All you can do is revisit everything and everyone once you've reached the end of the game, just in case you're now allowed to fuse all of sudden.

I personally keep forgetting about the Deku in the Minish Woods, but at least it's easy enough to remember that you have to go back to the Deku in the Castor Wilds for this. And my last fusion this time was the second fusion with the Smith. It's stupid how a variety of characters have two fixed fusions, while others are part of the random pool and may get cut short, where then there is no reason to ever visit them (like the Cucco on Anju's house).

shooting a beam from the Mirror Shield at a golden Octorok in the Western Woods

Another thing I will never understand is why the Mirror Shield is exclusive to the post-game only. It makes sense for the additional figurines, because otherwise they would spoil the final bosses for you, but there was no need to make Biggoron do absolutely nothing until after you've beaten the game. This is yet another character who you can visit, but where you can't do anything at first, except for taking a mental note to come back again later. And that's not fun.

Well, I've put some thoughts into how to improve the game for a potential remake, especially with the Kinstone system, but those will go into a follow-up post, coming in the next days!

Monday, July 15, 2024

The Minish Cap: Figurine Gallery Probabilities

at the entrance to the figurine gallery with nine hearts

Currently, I'm replaying The Legend of Zelda: The Minish Cap on the Nintendo Switch and one of the worst parts of the game always has been the Figurine Gallery, at least if you are looking to fully complete everything, to get that Carlov Medal and the last Piece of Heart. Now, with the rewind feature of the Nintendo Switch Online libraries I thought that I could easily cheese this minigame – bet a single Mysterious Shell and if I don't get a new figurine, I will simply rewind. Sounds good, right?

Especially in the higher percentages this should work like a charm, but to my surprise it didn't. No matter how many times I went back, I kept getting the same figurine. So, I did some experimentation and noticed that three things are predetermined right after your previous pull or when you enter the room:

  • What duplicate figurine you will get on a failure.
  • What new figurine you will get on a success.
  • The minimum percentage required for a success.

At the time you're placing your bet all of this is already set. So, either you pay the right amount to get the new figurine or you don't. You could compare this to the bargaining system in Tingle's Rosy Rupeeland, where you have to guess how many Rupees someone might want, but the difference here is that the required amount changes after each bet.

As an example, in one case the game wanted me to reach 75% in order to obtain Nayru and anything below would score me Din, who I already had. In this scenario, no matter how many times I rewind, unless I pay enough shells for the 75%, I will always get Din. The only way to reset this is to rewind back before you start making the trade and then leave the room. You can also just take the loss and bet a single shell, which earns you five Rupees.

There also seem to be these wildcard moments every so often, where the required minimum is at 0% and you will get a new figurine from a single shell, no matter how low this places your bet. That's why you can still commonly get new figurines even with only 1% at the end.

So, what's the best strategy knowing all this? Actually... nothing much changes. The best strategy always has been to only ever bet a single Mysterious Shell until you drop to the lower percentages (below 15% or so), where you want to start to bet a few more.

using rewind to go back to the shell bet prompt

But what the rewind feature and Suspend Points allow you here is testing for the required amount, at least approximately. First you should test if a single shell is enough, in which case you don't have to rewind at all. If it's not enough, next you should test for the highest amount you want to spend on a new figurine, e.g. 50 shells. If it costs more than that, then you want to reset (or trade a single shell for five Rupees).

If it's below your maximum, you can still check for lower amounts to see what's possible. You don't have to find the exact minimum, but you also don't want to be too wasteful. This way you can optimize your spendings and get the most out of the shells that you have.

In fact, for the first time ever (on official hardware at least) I was able to obtain all figurines without the need to grind for Mysterious Shells. What you get from treasure chests was enough for the 130 figurines. I even have so many shells left that I can go with full 100% for each of the six post-game figurines and then still have leftovers. It's completely different from my experiences in the past, where I always ran out of shells to burn eventually.

The rewind feature also helps with treasure chests full of Mysterious Shells. If you don't need them yet and the chest is found at an accessible location (ideally marked after a Kinstone fusion), you can simply rewind and leave the chest for later, so you don't hit that 999 shell limit just yet. That's especially a good idea whenever you get 200 shells at once. (However, those will be replaced with 50 Rupees, should you already have the Carlov Medal, so you also don't want to let them rot.)

The Future of Four Swords Adventures

Four Swords Adventures official logo

After finishing Four Swords in a group of four players via Nintendo Switch Online (see here), the question came up if we could continue this in Four Swords Adventures. Some of us had played the game together before, in 2018 on a Zelda gathering, but we were never able to finish it, because it's simply too inconvenient to make this happen again with all the required hardware. Of course, you could always use unofficial emulation, but that might not run so well and for the sake of comfort we probably will stick to Nintendo's offerings, like you now can with Four Swords.

However, it's unlikely that Nintendo will ever want to remake or remaster Four Swords Adventures. The multiplayer Zelda games are generally not as popular and they are better off putting such resources into remakes of the singleplayer titles, e.g The Minish Cap, or into making a new multiplayer game altogether. There is also the problem that Four Swords Adventures required an exotic setup, where each player gets their own screen in the form of a Game Boy Advance, in addition to the TV screen. That's not something that you will be able to replicate with the Nintendo Switch right now.

Still, the best chance of this game ever making a re-appearance is actually via Nintendo Switch Online... given that Nintendo offers a library of GameCube games one day. But that's probably not going to happen on the current Nintendo Switch, because it might be too weak for that. Well, the Super Mario 3D All-Stars collection already runs both Super Mario Sunshine and Super Mario Galaxy on emulators, so it's technically possible to have GameCube and Wii games on the Switch. But this was without being embedded into the online environment...

mockup of FSA running inside NSO
screenshots by u/EruditeWho

In any case, you could display the main screen of the game (which is in 4:3 format) right next to your GBA screen, as shown in the above mockup. It's not ideal, but this would be good enough for such a re-release and perfectly emulate the original setup, where each player had a screen of their own next to the shared TV screen. You're not supposed to see what the other players have on their screens, though there could be an option to allow this as well.

Alternatively, they could also assign a button for turning the GBA screen on and off as a layer above the main screen. That would be similar to how it's done in the singleplayer mode of Four Swords Adventures, so it should work fine in theory. And this way you don't have to compromise with the screen sizes.

So, it's entirely possible that we will see a return of Four Swords Adventures one day, which is one of the few mainline Zelda games that never have been re-released in any form, the others being A Link Between Worlds and Tri Force Heroes from the Nintendo 3DS. And this would already be a lot more comfortable than playing the original, because all you need is a Nintendo Switch per player.

The downside here would be that only the host gets to make progress. This is unlike Four Swords on the Game Boy Advance, where each player makes their individual progress in the form of the different keys. That's because everyone has their own copy of the game and with it their own save data. But this difference was already true for the original versions, since you can only play this on one GameCube at a time.

And unlike Four Swords, you're also not dependent on other players, because this was built with a singleplayer mode in mind. So, you can play this with others online, but you don't have to. Only the Tingle Tower levels and the Shadow Battles mode are exclusive to multiplayer, but that's because they focus on competition.

The Navi Trackers mode was originally exclusive to the Japanese and Korean versions, where this will likely remain that way. But maybe Nintendo will make those versions easily accessible to the other regions as well, as long as you don't mind playing in some foreign language.