Showing posts with label Link's Awakening DX. Show all posts
Showing posts with label Link's Awakening DX. Show all posts

Thursday, September 26, 2024

Echoes of Wisdom ~ Nintendo Switch Icons

Missions and Rewards, Echoes of Wisdom

Same as with Tears of the Kingdom last year, you can start playing Echoes of Wisdom with some fresh Nintendo Switch Online profile images based on the game, which will get distributed in four waves over the next month. That's always nice to have and a good use of your Platinum Points.

Rewards You Can Get By Playing

There are also icons available for the classic Link's Awakening this month, if you play Link's Awakening DX from the Game Boy collection. There are only four days left to do this, so grab them while you can.

Thursday, February 9, 2023

Game Boy and Game Boy Advance on Nintendo Switch Online

GameBoy

Starting today, you are able to play Game Boy games via a Nintendo Switch Online membership. And with the Expansion Pack you are getting Game Boy Advance games on top. With this we're one big step closer to the Virtual Console library of Nintendo 3DS and Wii U, where only the Nintendo DS is missing now. The latter may be a bit tricky, because touchscreen controls are limited to handheld mode, but it's not impossible. Potentially, we may also see GameCube and Wii games in the future, as proven by the Super Mario 3D-Allstars collection, but this may also be something that Nintendo is saving for the next system.

Anyway, this adds Link's Awakening DX and The Minish Cap to the list of Zelda games that can be played on the Nintendo Switch. Of course there is the remake of Link's Awakening already, where this here is basically now the discount version. But there is some different content in there with the photo quest, where you may want to experience this as well. They also could have added both versions of Link's Awakening, but at least the original one can still be played via the Game & Watch.

Oracle of Ages & Seasons will also be added in the future, where this doesn't bode well for a remake, at least not anytime soon. Obviously, Nintendo isn't too concerned about these competing with each other or else we wouldn't have gotten Link's Awakening in three different variants during the last years, but they started things with the remake and not the other way around. People might just play the NSO version and then don't care anymore. But let's see...

Game Boy Advance

The Minish Cap is always nice to have in any case. It has aged quite well, where it's not in immediate need of a remake or something. What makes this very valuable compared to Wii U is that you can select between the different European and North American versions. This is special for Europe, because the European version was based on an earlier build, which had a nasty bug related to the Kinstone quest and was missing the Bomb Bag upgrade from Stockwell's shop (see TCRF). Finally, we get to enjoy the improved version officially.

It's also always nice just to try some games for fun, without the need of purchasing them, where I will look into the GameBoy Advance Fire Emblem games at some point.

I won't be getting the Nintendo Switch Online Expansion Pack just for that, however, but what will make me upgrade is A Link to the Past & Four Swords. If you can play this online with friends, this will be a huge deal. I never had the chance to play the full four-player version of the game, which makes a difference, since the levels get changed based on the player count.

Anyway, with this the list of Zelda games that can be played on Nintendo Switch is steadily growing:

  • The Legend of Zelda (NES)
  • Zelda II - The Adventure of Link (NES)
  • A Link to the Past (SNES)
  • Link's Awakening (Remake)
  • Link's Awakening DX (GBC)
  • Ocarina of Time (N64)
  • Majora's Mask (N64)
  • Oracle of Ages (GBC)
  • Oracle of Seasons (GBC)
  • The Minish Cap
  • Skyward Sword HD
  • Breath of the Wild
  • Tears of the Kingdom

That's 12 out of 20. What will be missing are the following:

  • A Link to the Past & Four Swords
  • The Wind Waker (HD)
  • Four Swords Adventures
  • Twilight Princess (HD)
  • Phantom Hourglass
  • Spirit Tracks
  • A Link Between Worlds
  • Tri Force Heroes

It's possible that Four Swords will return via the GBA service and it's likely that they will bring back The Wind Waker HD and Twilight Princess HD at some point as well. And everything save for the two Nintendo 3DS games could potentially also be included in future Nintendo Switch Online collections.

Metroid is also looking very good all of sudden, where the total number of playable Metroid games on the Nintendo Switch has doubled:

  • Metroid (NES)
  • Metroid II - Return of Samus (GB)
  • Super Metroid (SNES)
  • Metroid Fusion (GBA)
  • Metroid Prime Remastered
  • Metroid Dread

There are still many Metroid games left, where this isn't even half of it, but we're getting there and in the least we will be also seeing Metroid: Zero Mission at some point.

By the way, it's weird how they started things with Wario Land 3 on the Game Boy Color, but Wario Land: Super Mario Land 3 and Wario Land II are still missing. Even the original Super Mario Land is not there yet, which is a bit odd, but these games will slowly, but certainly pour in over the next months and years.

Wednesday, June 12, 2019

Link's Awakening Remake: No Camera Shop

While the Color Dungeon returns, the Photo Quest together with the Camera Shop won't return in the remake, which matches our expectations about the DX features back in February. How do we know this?

Well, Dampé's hut is in the same place, where the Camera shop used to be:

screenshot of Dampé's Shack in the Tal Tal Heights

screenshot from the DX version with the camera shop in the exact same place

And honestly, this is good riddance! Like with the Challenge mode in Hyrule Warriors: Legends, not including a bad feature might actually be for the better. The "Travels of Link", which is how the Photo Quest was called originally, had many issues, which are all easily solved by excluding it entirely.

The main issue was that it had added missable items to a game, which previously had none. The first photo is a choice of two variants, while there a four photos that can be missed entirely during your journey, because they can be only taken at a certain point in the game. Plus, one of the photos required you to steal from the shop and effectively become THIEF to complete the game...

Also, it created some weird moments with weird dialogues. For example you can meet Richard at the close gate of Kanalet Castle, before you even meet him officially in his house for the first time, but he still acts like he knows you already...

I guess, some moments could still be kept in some form. For example I'd expect the hidden Zora to still be there, where he might give you something else, like a Piece of Heart. And overall this is all for the best.


PS: I like, how this places Dampé's Shack quite close to the graveyard area. This is a very fitting spot.

Link's Awakening Remake: Color Dungeon Returns

screenshot of the entrance to the Color Dungeon

While the new trailer for Link's Awakening focused on the overall visuals and experience, as well as the new Chamber Dungeons feature, the Treehouse segment showed us that the Color Dungeon from Link's Awakening will be back in fully glory.

The Skeletons at the entrance, who now have names like everyone – Gar and Dion, don't ask you their colors any more, but they are still talking about how you will need Magic Powder and are offering to sell you some. The rest of the dungeon seems to be unchanged and that's nice to see.

While it is not the most complex dungeon in the game, it will be a great addition for the new Chamber Dungeons, because it offers a big variety of the small dungeon rooms that are necessary for this feature:

entire map of the Color Dungeon from the DX version

As indicated by the Color Dungeon's classic music, this is one giant throwback to the dungeons of the first NES Zelda game, where everything is made out of these simple square rooms, in which the exits of each room are placed right at the centers of the walls. It even has a hidden Rupee chamber, much like the dungeons on the NES used to have.

Now, the Chamber Dungeons only seem to work with such square rooms and not bigger constructs out of multiple rooms (that are now one), where the Color Dungeon is made exclusively out of them. It's the only dungeon in the game that does this. In fact the Chamber Dungeons feature might even be the main reason, why Nintendo went through the effort of bringing back this particular dungeon in the first place...

Wednesday, February 27, 2019

Link's Awakening Remake: Necklace or Bikini Top?

Now we're asking the important questions...

Between the North American and Japanese versions of Link's Awakening, there have been a variety of differences (see TCRF). In Germany we even faced these differences, among various adjustments to the original free translation by Claude M. Moyse, between the original GameBoy version and Link's Awakening DX, which was somewhat of a disappointment when the new version came out (see here).

Well, the most infamous change is probably the one around the Mermaid Martha. Originally, the lost her bikini top (the "Pink Bra") and you find it for her as part of the trading sequence. This got changed into a Necklace for various versions, however, and it explains why she's acting so weird around you, especially when you're diving in front of her.


As for the remake we should assume that they are going for Necklace in all versions, not only because they would want to avoid bigger version differences this time around, but because of another potential improvement to the game: water.

What about it? Well, in the original you couldn't see through the water surface, much like in any older 2D Zelda game. This allowed for the original joke, where you have a topless mermaid looking for her bra. But in the remake we should assume that you will be able to slightly see below the water surface, similar to A Link Between Worlds, which would make such a joke even less appropriate for a Nintendo game.

At least a change in water visibility would come with an advantage, making this "censorship" justifiable: it would be possible to spot the two sunken Pieces of Hearts in the game. In the original finding those often happened either by luck or because you had a guide telling you.


I remember, how I found the Piece of Heart in the suspicious flooded cave next to Level 4, where you get the Zora's Flippers. From there on I investigated all of the waters, which ultimately led to the discovery of the Piece of Heart in Kanalet Castle's moat. But it certainly would be nicer, if you could simply see it from the shore and then remember it for later.

But to allow this, you can't have bare-breasted mermaids swimming around.

Wednesday, February 20, 2019

Link's Awakening Remake: Potential Additions and Improvements


Like with any Zelda remaster, the remake of Link's Awakening opens the doors for many improvements and additions to the original game. For veteran players, who already know and love the original game, it's especially the new stuff that will make a remake like this interesting. And from an improved interface to whole new content, there are many possibilities here. So, let's discuss some of them...


Better Input


This should be a given and it was already partially showcased in the trailer. The original GameBoy only had two buttons for actions, A and B, and thus you had to use all your items with those, including Sword, Shield and Power Bracelet, which resulted in a lot of item swapping.

Luckily, the Nintendo Switch has more than just two buttons. If the game supports single Joycons, then you still will have at least six buttons to work with. Sword and Shield could get their own dedicated buttons, if the Shield isn't already used automatically. Now, the A button could work like in any other Zelda game with context sensitive actions, where the Power Bracelet could simply be the upgrade for a "lift" action, much like in A Link to the Past.

Speaking of, the Pegasus Boots could also be assigned to one of the shoulder buttons. Other items would probably go to X and Y, where you can still assign them freely. So, overall this would resemble the control scheme of A Link Between Worlds on the Nintendo 3DS. And we already saw a glimpse of that in the trailer, where Link was equipped with Sword and Shield while using the Roc's Feather. No big surprise here.

It's not clear, however, how the Roc's Feather should be handled. Ideally, it would get its own designated button as well, but it could also still be one of the items.


No Unnecessary Texts


The GameBoy classic was a really solid Zelda game that has established many things for the series, but if there's one point of criticism about the game, then it's the slow and often repeated texts, unnecessarily so. Who doesn't get annoyed by text boxes like this?
Wow! This looks
pretty heavy!
You won't be
able to lift it
with just your
bare hands...

Or this?
You've got the
Compass! Now,
you can see
where the chests
and Nightmare
are hidden! This
Compass has a
new feature-- a
tone will tell
you if a key is
hidden in a room
when you enter!

Every, single, time...

Other than the fact that texts could appear a lot faster, it probably would be a good idea to remove any repeated tutorial texts entirely.


Reunite with Companions


During your adventure in Link's Awakening you're joined by several companions, but only for a brief period of time. It would be nice, if you could get the back at any time for the fun of it or to experience some otherwise missable stuff or even for new features. This includes the Chain Chomp dog, BowWow, the lovely Marin and of course the Flying Rooster. For the Ghost this probably wouldn't be necessary, because he wasn't of much use anyway, but you could still revisit him at his grave...

Well, this would work similar to Rosa in Oracle of Seasons. You want to date Rosa again? Just ask her out. You want to date Marin again? Just ask her out!


Ask Madam MeowMeow to borrow BowWow again or visit the Hen House to get the Flying Rooster.


More Hearts



Link's Awakening is unique in the Zelda series with its maximum number of Heart Containers: 14. Usually it's either 16 or 20. So, it shouldn't be surprising, if Nintendo decides to add at least two more.

One possibility would already come with the Color Dungeon. If Nintendo decides to keep it, the boss could give you an extra Heart Container. But more Pieces of Heart are always welcome as well. Link's Awakening had only twelve of those, but some of them were very devilishly hidden.

With that it's to expected that they make some of them easier to find. For example the sunken Heart Pieces could be slightly visible from above. How were you supposed to find the one Heart Piece at Kanalet Castle anyway? It's often just found by coincidence... But at the same time they could come up with some new secret spots for additional Pieces of Heart to make up for the easier discoveries.

One idea would be additional mini games, where some of them could utilize your companions in some form. For this you should be able to borrow BowWow or the Flying Rooster again, as already proposed.


More Secret Seashells


The Secret Seashells were basically the first item, where you have to collect a certain number to receive rewards. You needed 20 of 26 Seashells to get the awesome Seashell Sword and some of them were very nicely hidden as well. They could be under bushes, under rocks, in treasure chests and even under the earth...


But these type of quests heavily evolved throughout the series, where the numbers have increased significantly, e.g. 900 Korok Seeds in Breath of the Wild, or where you get a number of different rewards like for the Golden Skulltulas in Ocarina of Time.

It should be easy enough to expand the Secret Seashell collection and add a couple of rewards on top. It doesn't have to be 900 or even a 100, but the thought of discovering more Secret Seashells in new locations would be quite exciting. This would be a good reason to explore Koholint all over again!


Improved Warp System


While exploring any world in a Zelda game, a good warp system always comes in handy. The original warp system of Link's Awakening was quite rudimentary, however, maybe even one step back from A Link to the Past. Similar to Ocarina of Time, this game has to different warp mechanics entirely. One were the Warp Holes:


There are four of those on Koholint and by jumping into one of them it will send you to the next, but only to holes that you've already visited on the map. This works, but it already can be improved by adding more Warp Holes to the island and a selection, where you can chose your destination on the map.

The other warp mechanic was Manbo's Mambo, a warp songs that sends you to Manbo's Pond. Inside a dungeon it will take you back to the entrance. Again, this works and Manbo's Pond is at a central location from where you can get to one of the Warp Holes rather quickly. However, ideally there would be a Warp Hole right next to it...

Alternatively, they could remove the Warp Holes entirely and turn them all into little Manbo Ponds, where you can chose your destination after playing the song. But this would also mean that you can't teleport before the Level 4 dungeon, where the Warp Holes were quite useful on the quests before by connecting Mabe Village with Animal Village.

Overall you can travel around Koholint rather quickly by foot, because the island isn't that large, which should be even faster in the remake without the screen transitions and maybe a good use of the Pegasus Boots. So, the game doesn't necessarily need major upgrades to its warp system, but some improvements would be nice to have nonetheless and if it's just some more Warp Holes.


Multiple Tunics


You couldn't swap clothes in the GameBoy original, but with the colored version on the GameBoy Color they introduced the Red and Blue Tunic, which permanently reward you with the abilities of the game's temporary power-ups. If you wanted to swap them again, you had to go back to the end of the Color Dungeon, talk to the fairy again and select the other color.


Ideally, you could choose between all three tunics (including the green one) at any time like in Ocarina of Time. Now, we could take this even further and add a collection of outfits to the game, like in Tri Force Heroes, where some of the items could be gotten from amiibo, like in Breath of the Wild, but lets keep things simple.


amiibo


Speaking of... the game could support all the different Zelda amiibo in some form. Either by giving you costumes or other small bonuses. They could even release new amiibo for Link and Marin in the chibi style of the game.


New Dungeons


There is no such thing as "too many dungeons". To be fair, Link's Awakening DX already has added an additional dungeon to the game with the Color Dungeon, where it's currently questionable whether this will return or not. It really should and if it does, it would be nice to get maybe one more dungeon as a challenge in addition.

Theoretically, they could use the Dream Shrine to add various dungeons without finding a spot for them. They could even use it for randomly generated dungeons, where every time you enter the Dream Shrine it results in a different challenge. Of course the original mini dungeon should still be there, but maybe it lets you chose between different dreams...


This would be similar to Simon's Simulations from The Minish Cap, where a trial cave is always the most trivial thing they could add to the game. They could turn it into a place, where you fight most of the bosses and mini bosses in a row or so.


More Freedom


The original game was rather linear, at least when it comes to the order of the dungeons. Usually you need the item from one dungeon to get to the next. And sometimes there are even special events that prevent you from proceeding unless you've beaten the previous.

It would be wrong to assume that much of this will change, but it's still possible to loosen some of it. Mainly the last three dungeons could theoretically be played in any order, since you only need the items from the previous dungeon to proceed in one single spot. It could mess with the story telling, however, e.g. meeting Marin in the mountains on your way to Level 8.


Nightmare Mode


The "Nightmare Mode" would be this game's "Hero Mode" or "Master Quest". Preferably, it would go more in the direction of the latter, where not only the taken damage gets increased, but the difficulty as a whole by adding tougher enemy occurrences and re-arranging the dungeons. It could even go as far and offer completely new dungeons in this mode, which are larger and more difficult than the original ones.

This is something that every fan of the original game would appreciate, which can be an easy game on multiple playthroughs, once you know all its tricks and secrets.

Thursday, February 14, 2019

Link's Awakening Remake: Photo Quest & Color Dungeon?

From the looks of it, Link's Awakening for the Nintendo Switch will be quite the accurate remake of Link's Awakening for the GameBoy. That game already got an enhanced version in 1998, however, with Link's Awakening DX for the GameBoy Color. The colored version came with a couple of additional features, most notably the Camera Shop and the Color Dungeon. And there is the question right now, whether these things will make it into the remake or not.


Camera Shop?


In case of "the Travels of Link", the Photo Quest, this doesn't seem likely. The whole photo feature was added to promote the GameBoy Printer hardware, where you could print out the twelve little pictures if you wanted. Some of the moments also felt a lot like they were tacked on to a point, where the GameBoy original felt a little bit better because of it (see Link's Awakening vs. Link's Awakening DX).

Now, it doesn't seem likely that this will return, but it's entirely possible that some of the photo moments will be translated into ingame cutscenes. The different scenes with Marin come to mind, especially the one where she drops on you in the well. Otherwise they could capture the moments, where Link returns to ghost to his grave or where Link gets overwhelmed by BowWow in greater detail as well.

So, in the end moments like this:


Could be shown like this:


It's certainly interesting, how in Link's Awakening DX all photo sequences are in a chibi art style, which back then created a stark contrast to the more realistic portrayals of Link in the beginning and the end of the game. But this even might have been an inspiration for the remake, where the game starts with the anime cutscene from the trailer and could possibly end in the same style, but everything on Koholint during the game is portrayed in this cute chibi art style, as if it's all part of some dream. *cough*

Anyway, the photos themselves wouldn't be a huge loss and it might even be for the better, since four of the photos could be missed and one required you to become a THIEF. They could even go as far as giving you your own camera this time, so you can look around in first person and take some memorable photos yourself.


Color Dungeon?


Like the Photo Quest, the Color Dungeon was mainly there to promote hardware. While Link's Awakening DX was backwards-compatible with the GameBoy, the Color Dungeon with its color puzzles could only be played on the GameBoy Color. This was achieved by two skeletons at the entrance that were asking for their color, though you had a 50:50 chance to get in anyway.


In any case, there won't be no need for the gatekeepers any longer, but overall the Color Dungeon still could have its place. The puzzles and enemies are mainly about colors, but this shouldn't be a reason not to include the dungeon, even if these puzzles lack some novelty. But Oracle of Ages has many color puzzles as well, for example.

Alternatively, they could use this place for a dungeon of their own, maybe even something that makes use of some Nintendo Switch gimmicks like the HD rumble, but then again, they could still bring back the Color Dungeon and then add a bonus dungeon somewhere else in the world.

In any case, it would be nice to get the Red and Blue Mail back, especially if the Piece of Power effect is as satisfying as it was in the original.

Tuesday, January 12, 2016

Link's Awakening vs. Link's Awakening DX


While replaying the DX version of Link's Awakening yesterday, I actually prefer the original monochrome version, which might seem unusual to most people. The DX version has color, a new dungeon, a new sidequest and more to offer, so why would anyone prefer the original?

It might be a little bit similar to Majora's Mask 3D, but there I feel like the 3DS version is certainly superior, they simply changed some things to the worse like the swimming, the ice arrows and some of the bosses, but overall it's the better version. With Link's Awakening it has to do a lot with the German localization, which lost some of its fun and charm in the DX version, but also with the improvements not being good enough.


The Colors

At the time reliving the experience in color on the GameBoy Color system was the big selling point of the DX version. I even sold my first copy of Link's Awakening, so I could afford the DX version for my new GameBoy Color at the time, only to regret the decision later and even re-buying the original version for my collection years later.

The coloring is not bad, I especially like these grassy areas, which they had added to the ground and which make the overworld look more lush and green. So, they didn't just simply colorize everything, they also added some texture. But still, the colorization looks like an afterthought, which it is, especially when compared to how beautiful Oracle of Ages & Seasons look on the GameBoy Color. The visuals of Link's Awakening had been more optimized for these two games and as a result the overworld in Link's Awakening looks a little bit too unnatural and dark in comparison.

On the other hand they made the dark rooms, which appear in Level 2 and Level 8, too bright. In the original you had to light the torches to see the abysses, but in the DX version you can see everything just fine without the light, which makes these rooms easier than they should be.


And the dungeons in general don't have the best coloring. Turtle Rock looks really awesome in color, I give them that, and some other dungeons like the Key Cavern are certainly okay. But who thought it to be a good idea to have pink dungeon walls? It just looks weird. I guess, it's kind of similar to reading a book and then being disappointed by the movie, because it didn't match your imaginations. The original Link's Awakening has stirred my imaginations more than any other game, since I spent a lot of time with this game as a kid and imagined how Koholinth would look like in real. And then suddenly having purple walls in the dungeons kind of broke the immersion.


The Color Dungeon

Probably the biggest reason to get and prefer the DX version was the new Color Dungeon, which came with new puzzles, enemy types, bosses and more. And it's certainly not a bad addition, especially the Red and Blue Tunics giving you the effects of the Piece of Power and Guardian Acorn permanently were a smart choice for a reward. The remixed classic NES dungeon music is great and the otherwise almost empty graveyard was the perfect spot for its location. Only the boss in the dungeon is very annoying with his constant text interruptions.


But while the dungeon certainly is a nice addition, I don't really miss it on playthroughs of the original version. The game is easy enough as it is, so you don't really need the tunics, they might even make the game too easy, though I really enjoy having the powerful blasts of the Red Tunic.

Also, the dungeon itself is rather uninteresting. It's called "Level 0" and in terms of complexity I would even rank it as such. It just doesn't have as much replay value as almost all the other dungeons of Link's Awakening. Still, a nice addition, which is more than what can be said about the photo quest.


Photo Quest

A good game can get worse by adding new content if the content is not good enough. This might seem weird at first, but take Hyrule Warriors for example. The original game with the Master Quest DLC felt perfect to me, an overall very enjoyable experience. But starting with the Twilight Princess DLC they made questionable choices and the game turned more and more into a massive, never-ending grind fest.

Well, it might be not as bad with the photo quest in Link's Awakening DX, but it's a quirky addition at best. It was designed to sell the rather odd GameBoy Printer hardware, so it's not exactly a timeless feature. It also introduced missable elements to the game, since four photos become unobtainable after certain events. The original game only had three Secret Seashells, which you could miss, but you only needed 20 out of 26 seashells anyway, so it was not an issue.

I also don't like how one of the photos requires you to steal from the shop, because for me this screws up a savegame. You can't die, if you want to see the best ending, so you can't re-enter the shop ever. And everyone calls you "THIEF", which might not be what you want. So, you have two goals conflicting with each other and because of this I deliberately chose not to get this photo for my savegames. If I want to look at all photos, I simply go to the shop and steal something without saving the game afterwards. But at the same time I keep my name and my 000 death counter stays safe.


Also, the photo events feel out of place in the game and not only because of the chibi artwork. For example with Prince Richard the event at the castle gate triggers, even if you haven't actually visited him before. The whole dialogue is out of context in this case and doesn't make sense. Or the photo with Tarin happens, after he got attacked by bees and should actually be sleeping at home. It just doesn't add up.

A problem with the German version here is also that the dialogues seem rather weird, sometimes even broken. They were not on par with the rest of the game, which leads me to another important point...


Censorship

This is specific to the German and partly also the French version of the game. But if you live in the U.S. you probably can't relate to this, because you've only ever known the safe and kid friendly version of the game.

The Japanese version is the uncensored one and in Europe there is the special case, where the original monochrome version was based on the uncensored Japanese release and the DX version then got based on the censored U.S. release. So, basically the DX version got censored in our region.

You can find all changes in detail here, but the uncensored version of the game has some lewd humor in two occasions. One was the hippo girl at the painter, who is performing a nude portrait. In the original she actually has little pixel breasts and covers them with a sheet, as soon as Link enters the house. She feels ashamed with his presence and turns away from him, when he goes near her, but this whole situation got lost in the censored releases.

A little bit more interesting was the mermaid, who has lost her bikini top. If you dive in front of her, she gets upset and swims away. And when she gives you one of her scales, it gets implied that Link (accidentally) touches her breasts instead. For the U.S. she lost her pearl necklace and there's nothing lewd in the dialogue or anything that could make Link look like a pervert. Safe, but boring.

Some of the lewdness was also thanks to the loose German translation of Claude M. Moyse, who added quite some humor to the game. For example when you sprinkled the Buzz Blobs with Magic Powder, they said things like "Give me your juice, I give you mine" and "Never without a condom".


In the DX version this then got replaced with some hints and I do understand that Nintendo wanted to change this, but I always remember the fun we had as kids, when we shared our discoveries of these "adult" parts of the game. Well, these Buzz Blobs looks like walking condoms anyway.

Claude M. Moyse doesn't work for Nintendo anymore and still today they keep changing his original texts: for the Virtual Console they had to change the name of some characters like the Chain Chomp ("Struppi" turned into "Komet"), because of some maybe outdated references. But I do enjoy the quirky humor of the original, which is partly why I still prefer playing it over the DX version.


Stone Beaks and Owl Statues

They replaced the Stone Slab and Fragment with the Owl Statue and Beak in dungeons, so they could offer multiple hints in one dungeon, instead of just one. It was a unique feature anyway, no other Zelda game has this, where you actually have to find something first each time you needed a hint. Either the hints are put there directly, where you need them, or you have some companion telling you the solutions.

In some cases it was actually necessary to get the hint, it acted as a key for a puzzle, where otherwise the solution would be too hard to figure out. Especially in Level 2, the Bottle Grotto, you could maybe solve the puzzle by luck with the order of the enemies to get the Nightmare Key. Otherwise you need to find the Stone Slab first, so it wasn't really just a simple hint system. It was another key in the dungeon, which you can skip on later playthroughs.

But in other cases you could argue that finding the Stone Slab is even more difficult than solving the real puzzle, which is probably why they re-arranged the content of the chests in some dungeons, so it's easier to find the Owl Beak.

But in the DX version they simply use the Owl Statues for every little puzzle that might not seem intuitive, like the chest with the Nightmare Key in Level 6 or even moving blocks to open a door... It's lame, really. You might as well not have the puzzles at all, if you feel the need to put a solution right next to them.

It also creates another issue where people might simply want to ignore the Owl Statues altogether, because they seemingly are just giving you trivial hints all over the place. But then you might be missing some important information that is necessary to proceed, like in the Bottle Grotto.

Replaying Link's Awakening DX on the 3DS

Following my playthrough of the Oracle games it only felt natural to continue with Link's Awakening, where this time I decided to play the Virtual Console release again, so I can make a couple of posts on Miiverse. Again I finished the game in one sitting during the evening, which took around five hours for a 100% run.

I actually wasn't hurrying, I even wasted quite some time, e.g. I arrived in front of the Eagle's Tower without the Bird Key and then had to go all the way back. And this wasn't the first time that had happened, I do go up the mountain, where the cave with the Bird Key is, but then I get distracted by the other things up there and forget the key. :D

But I lost count, how many times I destroyed Koholinth by now, and I have become exceedingly efficient at it. It's a short, but sweet experience, Link's Awakening (the monochrome original) was my first Zelda game and it's still one of my favorites.

In the past I've already written various posts, where I praised the game for its greatness and I suggest to take a look at them, because I won't repeat these points all over again:


This time I actually want to focus on some things, which I don't like too much about the game and which became especially apparent after playing the Oracles, which took the engine of Link's Awakening, but improved many things. Though it's rather small things...

The worst offender are probably the slooooow unskipable texts here and there, especially with the fishing minigame, where the guy keeps telling you the controls again an again, or whenever you find a Compass. Every single time you get this long text:

You've got the
Compass! Now,
you can see
where the chests
and Nightmare
are hidden! This
Compass has a
new feature-- a
tone will tell
you if a key is
hidden in a room
when you enter!


It's even longer in the German version and even worse than listening to the Owl, because the Owl at least tells you something different on every encounter and not the same thing nine times total.

And while I actually like having the random power-ups with the Guardian Acorn and the Piece of Power, the music is very repetitive. I couldn't listen to the first two dungeons' music at all, because it kept playing the power-up song.

I also think that there could be more short cuts here and there. For example you should be able to jump down from the higher level of Kanalet Castle, so you don't have to go back through the entire interior. Or there could be a quick path out of the Pothole Maze, where you find the key, like a boulder behind a hole. But this complaining on a high level, since the game is short enough as it is.


Now, while playing on the New Nintendo 3DS XL I noticed something for the first time, which I either had forgotten about or never seen before. When you change screens from the Tal Tal Heights to Kanalet Castle, while swimming through the moat, you can see, how the Moblin turns into a Darknut and vice versa:


This totally makes sense, since they are exactly the same enemy type in behavior, but apparently the game simply takes the same enemy and changes its skin based on your location. You can only really notice this at this spot, because elsewhere you don't have these skin changed enemies next to each other. But because of that it also shouldn't be possible to have Moblins at Kanalet Castle, since the Darknuts are basically already the Moblins here. Knowing this, it would be interesting to check the Oracle games again for similar effects.

Talking about enemies, especially around the Ukuku Prairie there seem to be many enemies, which are tough to kill with just your sword, so that the Bow actually becomes quite useful here, if you get it early on. As soon as you get the overpowered Seashell Sword, everything will get blasted anyway... which is something, I have really missed in the Oracle games. This moment, when you exit the seashell hut and blast those Moblins away in one strike, it just feels so good. The sword beams in the Oracle games became too weak and don't deliver.

But besides the sword this game has so many options to kill things, it's a lot of fun. Even the Boomerang is devastating in this game and it was also the first Zelda game, where you could unequip your sword for different combinations of items. People tend to use the sword for everything, but this game has it more interesting. And now I'm back to praising the game, aren't I?

...

Well, the last time I played this game on the Virtual Console, I used the red tunic for the playthrough and I also got the normal photograph in the beginning. To complement this experience, this time I went for the blue tunic and I got the photograph, where Link is unconscious, which happens, if you keep saying "no" to the photographer mouse. He knocks you out and takes a picture. And that's basically the only choice you can make in the game, which is only minor, when compared to the animal buddies in the Oracle games, but it's still nice to have both outcomes available.

I also got this odd path through the Wind Fish's Egg:

→ ↑ ↑ → ↑ ↑ → ↑

I was aware that it existed, but I don't think, I actually ever got this before, it's usually one of the other three. But at least I feel like in the end I created a somewhat more unique savegame here.

Sunday, July 22, 2012

Signpost Maze

Another one of my infamous solution graphics, this time the Signpost Maze from Link's Awakening and Link's Awakening DX. Again those were made for ZeldaEurope.



PS: In case you wonder what the point of this post and the one before is, this is my unique way of telling you that I'm very busy with working on guides for ZeldaEurope. Doing that is already more than enough Zelda stuff in my free time, which is why this blog gets neglected at the moment. However, the new ZeldaEurope site will launch soon and then I'll return here to rant about Zelda. Already got some ideas, so stay tuned.

Tuesday, July 3, 2012

Pothole Maze

Two solution graphics of the Pothole Maze in Link's Awakening I've just made for ZeldaEurope's guides:



Did you know, that this kind of puzzle made its way into some of Four Sword's levels?

Signpost Maze will be next.

Sunday, March 11, 2012

Zelda eShop cards

So, yesterday I've made a trip to Berlin visiting a friend and on my way I finally got the Zelda themed eShop cards at a Gamestop. It seems like Gamestop is one of very few shops in Germany, where you can buy these cards. I couldn't get the cards anywhere in my town and you can't order them online. Well, Gamestop had plenty of them and I bought one of each version. That's 45€, probably enough for all Virtual Console games I'm going to download in the future.

Here are the cards:


I already downloaded Link's Awakening DX, since I buy all available Zelda games for all my systems - for the collection. Virtual Console games now have a nice save state option, which works like quick saves in every common emulator. While the save state has a nice screenshot on the touchscreen, showing you where you were, there's only one save state per game. Well, but it's better than nothing and can be used to save before bosses.

On the downside I think that the visuals aren't that great, I was hoping that the game would be sharper. I'm used to playing GameBoy games on emulators, where the graphics are upscaled by simple nearest neighbor interpolation, which looks sharp and crisp. On the 3DS it's rather muddy. I would like to have more options here, like an option where you set whether the image should be stretched or not. If it's not stretched, it doesn't use the full high of the screen, but it at least looks sharp because the transition of the pixels is 1to1. Also, an option where you could switch to the classic monochrome GameBoy version would be awesome too. I always preferred that one. So, I'm a little bit disappointed about the quality and for now I will save the money for later.

UPDATE: You actually can change the resolution by holding down Select (or Start) while loading a VC game. It then shows a very nice GameBoy or GameBoy Color frame that uses some 3D effects. Also, in old GameBoy games you can change the visuals into a greenish GameBoy look by pressing L + R + Y. So, there are in fact some nice options for your VC games, just hidden...

Tuesday, June 7, 2011

Link's Awakening DX Released on 3DS Virtual Console



Yesterday the eShop opened and surprisingly Link's Awakening DX was not part of the launch titles. But it turns out Nintendo just wanted to wait one day to release it as part of the 25th Anniversary celebration at E3 2011. I already told you that can label pretty much any Zelda release this year under the 25th Anniversary banner, may it be something new or not.

But this is definitely exciting, it's the first GameBoy Color game to appear on the eShop and I already told you in my Magic of Link's Awakening article and while replaying the game yet another time, how great Link's Awakening really is. It's a milestone, that this game finally sees the light of day again on a current Nintendo system after such a long time and that many people will experience it now for the first time. Everyone with a Nintendo 3DS should be downloading this game.

Friday, June 3, 2011

eShop Zelda Prepaid Cards



This looks nice. I like how they used artwork from classic Zelda games including Link's Awakening (or A Link to the Past, but it was used for Link's Awakening as well), which will return on the 3DS Virtual Console. Sadly not as a launch title, but probably soon enough. But I would definitely get one of these cards to buy my downloadable games.

Source

Wednesday, May 25, 2011

The Magic of Link's Awakening



*plays title screen music*

On June 6th the 3DS Virtual Console launches and Link's Awakening DX will be one of its launch titles. I want to use this occasion to finally talk about Link's Awakening, which in my eyes is absolutely magical. It was my first Zelda game and it instantly made me into a Zelda fan. It's still part of my favorite Zelda games next to Ocarina of Time and Majora's Mask. I finished this game already a dozen of times, more than any other Zelda game, but I still can't get enough of it. But what is it exactly, what makes this game so magical?



It already starts with the story. And that's something to say, because I'm normally not too interested in the story (try to find a blog post of mine that extensively deals with the story or timeline stuff). But I think there is no other Zelda game where I could identify myself with Link as well as in this game. This story is not about some hero chosen by the gods, who is destined to save the princess and all the worlds of Hyrule. This story is about you, a stranger, who stranded on a mysterious island. All that's left of your past are a sword, a shield and a boomerang washed up on the shore and faded memories of a princess named Zelda. Your goal is getting off the island, returning home. But this is no ordinary island and getting off it is quite a task, a big adventure. Link's Awakening is pretty much the LOST of the Zelda universe, just without the disappointing finale.

But I can be really myself in this game, which is great. You don't feel like you're just some marionette of the overall story. It's your doing, where the game even constantly tells you that what you're doing is wrong and will have consequences. And the bitter sweet ending then will leave you thinking for a while.

But emotions aren't forced onto you, a pretty good example would be comparing Marin to Ilia. In the case of Ilia we got Link, who has feelings for her, while she is more interested in your horse or just ignores you completely. The player doesn't care about her character, but the game still tells you, that you have to. Which is why a lot of Zelda fans despise the character of Ilia. Marin, who was the base for Malon's character in Ocarina of Time, on the other hand was much more smartly written. She is the one, who is developing feelings for you. Whether you return them or not is up to you.

The game doesn't tell you to care for her character, it's completely your choice. There is even this one very clever scene, where you accidentally happen to rescue her on your way to Turtle Rock. No one tells you to do so and there's no big drama that she got captured by Moblins or whatever. This is unlike in Twilight Princess, where you have all this big drama about Ilia and her lost memory, where Link gets all sad and there is so much "blah blah blah". In case of Marin you just happen to run into her and you will be her hero, whether you want to be or not. For yourself you can pretend that you really are her hero or you can just say things like "no biggie, you just happened to be in my way, girl".



The game has also his own unique charme, which no other game managed to copy successfully. It's just so full with fun and crazy ideas. In no other Zelda game you will battle Mario enemies or evil Kirbies, use telephones to ask some weird old guy for advice, have bosses talking to you and even mocking you or play instruments before a giant egg on a mountain. It's full of unique and unusual ideas, which makes it so refreshing.

Link's Awakening established many things for the Zelda series and interestingly it still shows some of the best uses of its new concepts. For example, now there was a special quest before most of the dungeons. The goal was simply to get into the dungeon, but mostly they were locked and you needed a key for the dungeon. This was a really cool concept, which sadly only was copied by the Oracle games. The dungeons are places of evil and it's only natural that they are somehow locked from the outside world to protect the people living on the island. Later Zelda games would simply use the "cursed holy temple"-concept from Ocarina of Time, which is getting stale. But the quests to get in the dungeons are all fairly unique. From taking a Chain Chomp for walkies, over collecting golden leaves for a prince up to resurrecting a Flying Rooster. Link's Awakening is full of unique and charming ideas for quests.

The overworld is great and also full of unique environments like a Pothole Field, a Signpost Maze and a village full of animals. The island is opened bit by bit after each dungeon, but it doesn't feel like you're following a linear path. Because mostly you don't, for example the Power Bracelet opens the Tal Tal Heights and a part of the mountains, but also the Ukuku Prairie, Kanalet Castle, the bay and more. Lots of choices for you. And the game likes to tease you. For example you can enter the west part of the Ukuku Prairie right in the beginning of the game. I remember cleary that when I first played the game as kid I just wanted to go there (instead of facing the evil dungeon) and dreamed of the rest of the island. Or west to the swamp there is a spot that leads up to Tal Tal Mountains, one square next to the final dungeon. You can visit this spot right after the first dungeon, that's one hell of a teaser! And when you finally reach the spot from the other side it's one awesome feeling of accomplishment. The manual also teases you with artwork like this one:



Wonderful! It really stimulates your imagination and you dream of how the world will be. It's magical and something that wasn't done in later Zelda games. There they don't want to spoil you like that, but that's the wrong approach in my eyes. For Skyward Sword or following Zelda games they should always release a similar artwork for the overworld. If it doesn't scream "explore meeeee" like this one, then they failed in making a good overworld.



Now let's enter the dungeons. I just need to mention their names like "Tail Cave", "Key Cavern", "Face Shrine" or "Eagle Tower" and you will already notice that the dungeons are based on some quite unusual ideas as well. In later Zelda games all you get will be "[insert element or environment type here] Temple", which gets predictable and boring. And like in the first Zelda game on the NES, the dungeon rooms form interesting shapes. For example the Tail Cave looks like a worm and inside the dungeon you will fight lots of Moldorms. Key Cavern is shaped like two keys and this dungeons has tons of keys and locked rooms/blocks. All fairly unique in the series.

The dungeons also shine with really great level design, a high level of non-linearity and lots of optional parts are awaiting you. These dungeons are supposed to be mazes, even though they were created for the limited memory of the GameBoy. There are many different solutions for a single dungeon. You will explore and you will hit dead ends - two qualities absolutely missing in dungeons of modern Zelda games. You can also take short cuts and skip many parts, which is nice for speed running. I'm normally not interested in speed running, but this game is an exception. Because the dungeons are really interesting in this matter. Just check out the following map of the Turtle Rock dungeon. On there I drew a minimalistic course to solve the dungeon. The colored rooms are the ones, which I've visited. And the grey rooms are the ones, which I've never even entered.



As you can see, I skipped more than 50% of the entire dungeon, which is crazy. I had to use tricky short cuts with the help of Bomb Arrows, but it can be done. And I even avoided four recurring mini-bosses on my way. Try something like that in Spirit Tracks, it's simply not possible. If there are optional parts in a dungeon, they are usually pretty small and unimportant. And there's a reason for that, called "the developer". The guys at Nintendo put a lot of time and energy into making these dungeons, bosses and so on. So, it's only natural, that they want the player to experience every bit.

If you read these developer comments about Link's Awakening DX, you will notice that Yasuhisa Yamamura talks about the optional parts and even mentions that there was opposition to this in the team. But luckily they did it anyway, because the dungeons turned out great. It's fun to explore them and a good dungeon needs to have misleading parts, dungeons are supposed to be mazes. The linear room to room gameplay style of modern Zelda dungeons is just utterly boring and an insult to my intelligence.

But like with many other things Link's Awakening established some new concepts for dungeons as well. It's the first Zelda game, where you have a boss key, called the "Nightmare Key". It's also the first Zelda game to introduce mini-bosses. Also, it's the first time, that the item found in the dungeon has many uses inside the dungeon. A Link to the Past did this partially, but not as much as Link's Awakening.

However, while these concepts slowly became standard in the series, Link's Awakening already added tons of variety to it, for example the mini-bosses. In the Tail Cave the mini-boss defends the actual boss. In the Eagle's Tower the mini-boss can be fought at any point during the dungeon and he then starts a personal vendetta against you. In the Catfish's Maw one mini-boss steals the dungeon item and you have to hunt him down. And the other mini-boss can be skipped entirely. What other Zelda games offer ideas like that? Usually the mini-boss protects the dungeon item and that's it, always the same predictable formula. A formula that gets boring. So, why is it, that the fourth game in the series with 18 years on its shoulder is the one game, that already twists all those formulas? All members of the current Zelda team should be ordered to play this game and learn from it! This is how you do it!


You can actually go up or left! It's the magic of choices!

At this point I want mention the great Eagle's Tower dungeon, one of my favorite Zelda dungeons. The puzzle with the pillars and the iron ball is simply one of the smartest puzzles in the entire series. And the atmosphere is fairly great for GameBoy standards, primarily because of the music. The music tracks in Link's Awakening are fantastic, starting from the title music, over the Mysterious Woods theme to the dungeons. Great tracks. (Except for the annoying power-up music, when you pick up a Piece of Power or a Guardian Acorn. I always avoided those two power-ups, because I wanted to keep listening to the music. :D)

Well, am I finally done praising Link's Awakening yet? No, I will never be done praising this game, but I'll try to focus on one last point: items and side quests. Actually that's two points, but it's pretty much mixed up, because a lot of the main items are actually optional. The Bow is not a dungeon item like in most other Zelda games, but you buy it from the shop for insane 980 rupees. Or you steal it, but then everyone calls you "THIEF" and the shop owner will kill you with a lightning beam, when you enter the shop for the next time. Crazy stuff. The Bow is entirely optional (with the exception of one key, but you can skip that one), but helpful in some fights like against Armos Knights or the Gohma Twins. It can also be combined with Bombs to make Bomb Arrows, which is cool. Link's Awakening was the first Zelda game that let's you de-equip your sword and combine other items in cool fashion.

The Boomerang is hidden very well in this game and turns out to be a powerful weapon instead of just something that stuns enemies like in other games. The L-2 Sword is also entirely optional, which is a lost art. Sword upgrades used to be optional, you had to really search for them, and they were a huge help. But starting with The Wind Waker all sword upgrades became a part of the plot and therefore boring. But here you'll get the sword after collecting 20 or more Secret Seashells.

Yes, you get the L-2 Sword after a collecting quest! The Seashell hunting was pretty much the debut of alternative collectible items in the series and it's still one of my favorite collecting quests, because they can be found bloody everywhere. Beneath bushes and rocks, buried somewhere, inside treasure chests, everywhere. You can't keep a single stone left standing in order to find them all. The Pieces of Heart are also very well hidden in this game. Some are behind bombable walls in caves, where you don't see any cracks at the walls. Or they are sunk in the water and you have to dive for them (I originally only found those by accident). You might think that this is crazy, but optional hidden items are meant to be optional and hidden. You really have to look for them. All this predictable stuff in Spirit Tracks for example is just extremely boring and not very challenging. And Link's Awakening is also the first Zelda game to offer a trading sequence. It all starts with a Yoshi Doll and ends with the Magnifying Lens (some sort of Eye of Truth). Good times.

Link's Awakening is quite a short game, I can finish it easily in a couple of hours. But every single minute of the game is purely great, the replay value is immense thanks to great world and dungeon design and all the charming ideas. I don't know how many times I've already beaten this game, I simply forgot to count at some point, but probably more than 15 times. Save for Ocarina of Time, which I've also replayed many times, I've fully beaten all other Zelda games "only" between two and four times. So, Link's Awakening really, really stands out on its replay value.

As you probably know, the game has two versions, one originally made in 1993 for the GameBoy and an updated version for the GameBoy Color, made in 1998. The 3DS version is of course be the latter one. But for some reason I always prefered the monochrome version. It just adds so more to the charme of the game. The Color Dungeon definitely is a great plus, but the new photo sidequest is a mess with all the missable pictures. And one snapshot requires you to steal from the shop and you know the result of that... but maybe the 3DS version let's you switch between both versions. I really doubt it, but it would be possible.

However, if you've never played the game, you simply MUST get it for your Nintendo 3DS. No, everyone with a 3DS should download this game, even if he or she already played it. It's one of the better Zelda game, it has a great story, tons of charme, great world and level design, good side quests, lovely music, high replay value and offers a fairly unique experience in the series.

Thursday, December 9, 2010

Nintendo 3DS and Zelda

The Nintendo 3DS is a big thing. It feels like Nintendo's next home console and surely will cost as much. But what's in it for a Zelda fan? Most of all: good old times. While there hasn't been an announcement of a new Zelda game for the 3DS yet, older Zelda games return to the spot light.

Ocarina of Time 3D

Ocarina of Time gets ported to the Nintendo 3DS but with enhanced graphics, nice 3D effects, some refinements and maybe even new content. Definitely a must-buy. Taking a closer look at some pictures and videos lets you see, that this in fact not a full remake, because they obviously use the original N64 game as a base. But unlike Link's Awakening DX and the sorts the graphics get boosted quite a lot, Link and elements in the environment (like plants or signs) got new, better looking models, there are new textures everywhere and there seems to be no abusal of sprites or flat textures. But besides that it seems to be very true and close to the original game, it's not a remake from scratch and nothing like Metroid: Zero Mission for example. Can't say much about whether there will be additional content like extra dungeons or not. Both Link's Awakening DX or the GameBoy Advance version of A Link to the Past got a bonus dungeon and an additional sidequest. I'm expecting something similar. And Master Quest could be included as a 2nd quest. If my theory is right and they use the original game as a base, where everything gets replaced with new models, then including Master Quest wouldn't be difficult. They have the content, so why not use it?



After this Majora's Mask might follow this trend and I could also imagine that Nintendo makes an entirely new Zelda game based on the N64 to 3DS ports. Maybe even starring the Hero of Time. Lots of Zelda fans would love that, I guess. It's the logical choice here, another Nintendo DS Zelda game similar to Phantom Hourglass and Spirit Tracks just wouldn't fit the 3DS, because it wouldn't utilize the 3D feature at all. It seems that touch pad heavy games needs to be sacrificed for the 3D. On the other hand if you didn't like the touch screen controls, you will probably be relieved. I personally have mixed feelings about this, while the 3D might be amazing, returning to the N64 gameplay seems to be a step back. I always enjoyed the touch screen gameplay a lot.


Virtual Handheld

Much anticipated, finally happening. The Virtual Console for the Nintendo 3DS. And one of the launch titles is no game less than Link's Awakening DX, still one of my very favorite Zelda titles of all times. If you haven't played this gem before, this is your best (legal) chance, so get it. Next to Ocarina of Time 3D this will be one of the first games I'll get for the 3DS.



And it definitely won't stop here. I would expect Oracle of Ages and Seasons later next year. If they'll add GameBoy Advance to the program later, then The Minish Cap is also a safe bet for the Virtual Console. If you're new to the Zelda franchise, the 3DS will be the perfect opportunity to catch up with Zelda's handheld history. And for Zelda fans, who get these games for their collection, this is always a nice occasion to replay them. I haven't touched the Oracle games in years and a re-release like this would be a perfect motivator to go through these games another time. There was also some talk about classic games getting a 3D effect, which would be a very good reason to replay some classics. Imagine the dungeons of Link's Awakening with some depth to them, awesome.

Another interesting question would be about A Link to the Past: Four Swords or multiplayer GameBoy games in general. Will you be able to play old multiplayer games on the 3DS? If not, this would be sad, for example you wouldn't be able to trade Pokemóns in the classic editions of Nintendo's biggest handheld franchise, Pokemón Red and Blue. So, you would say, that it should be somehow made possible. If yes, then the question is, whether you can play GameBoy games only in local multiplayer or even online. They could make a general online connection system for playing GameBoy classics together. In that case, the most underrated, least known and least played official Zelda game ever could finally find a place in the spotlight: Four Swords. For me personally this is the one and only Zelda game, I could never finish. Simply because I didn't have a second player to join. Being able to play this game online would change everything. And it's quite a good game, in my eyes even the best multiplayer installment of Zelda yet (just check my Zelda and Multiplayer articles). Nintendo doesn't need to make a new Four Swords game. They just would need to make this game more accessible. Most Zelda fans haven't played it yet, so it would be an entirely new experience for them and maybe the most interesting Zelda game on the 3DS's Virtual Console. But this is wishful thinking, like so often, realistically seen it's unlikely. Features got cut in some of the Wii's Virtual Console games (like Rumble or Memory Pack data of N64 games) and while the Nintendo DS (Lite) still was able to play GameBoy Advance games, it didn't support multiplayer, so Nintendo might not care about this.