Thursday, March 31, 2016

A Link to the Past (New 3DS VC Review)

A Link to the Past logo next to the Hylian Edition New Nintendo 3DS XL

This review was originally published on ZeldaChronicles (formerly known as ZeldaEurope) and got translated for this blog in 2022 by the same author. Nintendo had provided a download code.

Since this month the Virtual Console on the New Nintendo 3DS offers a selection of Super Nintendo games, which includes The Legend of Zelda: A Link to the Past. And after completing the classic on the new Nintendo handheld it's time to offer a summary whether it's worth it or not.

The Legend of Zelda: A Link Between Worlds is without a doubt a must-have title for the Nintendo 3DS. And its success doesn't come from nowhere, where the Zelda classic A Link to the Past was used as a basis. A Link to the Past also laid the foundation stones for many things Zelda. The Master Sword, cutting grass, dashing into trees, enraging Cuccos – all these are staples in the series, which have their origins in the SNES game.

22 years later A Link Between Worlds returned to game world from the Super Nintendo and revived it in fantastic 3D. Now, owners of a New Nintendo 3DS have the opportunity to experience the origins of A Link Between Worlds and compare both games hand in hand on the handheld. This should be especially interesting to those who have played A Link Between Worlds, but not yet A Link to the Past.

Owners of a normal Nintendo 3DS or a Nintendo 2DS will be disappointed that this isn't available to them at all. But this should be a similar case to GameBoy Advance games, which were part of the Ambassador Program, where it wasn't possible to switch into the Home Menu and use the Miiverse for example. With paid-for games there should be a certain comfort and this was seemingly only possible with the New Nintendo 3DS.

Speaking of the GameBoy Advance, this actually isn't the first time that A Link to the Past was available on a handheld, where it shared a cartridge together with Four Swords. This version seems to be lost in time, really, where next to the Riddle Quest and the Palace of the Four Sword it offered many small improvements, which are easily missed here. For example, you were able to break pots with your sword and the save system was just better.

The latter isn't really as important on the Virtual Console, of course, since you can create Restore Points at any point, like right before a powerful boss. So, it comes with the typical Virtual Console features. Like with all Virtual Console titles on the Nintendo 3DS, however, there is no way of changing the controls, but in the least there is now an option to change the resolution. Previously this was only possible by holding down the Start or Select button while starting the games, if you wanted to play in the smaller, but sharper original resolutions.

screenshot of the sharp resolution in the cave with the Maimai creature

And not only does it look sharp, it also feels faster – for a good reason. At least in Europe. For the first time ever the Virtual Console actually makes use of the 60Hz NTSC versions, which previously were only available in North America. The PAL versions, as offered on the Wii and Wii U Virtual Consoles in Europe, only had the 50Hz. The difference is that the PAL versions ran about 17% slower to make them compatible with the 50Hz TVs at the time. This may not be a big deal for games like Zelda, but it's certainly of note in something like F-Zero and can be quite important. There were even petitions that Nintendo of Europe should offer the 60Hz versions on the Virtual Console.

It seems that Nintendo was listening, but there is a catch: the game only comes with the English screen texts, but not German or French. For some this may even be an additional reason to buy this (in Germany the game was only available in German on Wii and Wii U), but if you prefer the other translations, then this won't offer them. Ideally, there would be options here which version you want to play, but options never were Nintendo's strong suit.

And of course a remake of A Link to the Past in the same style and engine as A Link Between Worlds would have been preferable overall. But you can't have everything and this will have to make do, where it offers an interesting alternative to what we already have on Wii and Wii U.

My Nintendo and Miitomo Launch

My bet for Nintendo's next generation: it will be all digital. No cartridges or discs anymore. Physical releases will have download codes inside. Nintendo is already testing this with releasing Pokémon Virtual Console games in retail or with Starfox Guard. And now they're pushing the eShop a lot more with their new My Nintendo rewards nonsense.

I liked the Club Nintendo, collecting stars and "buying" some merchandise. This sadly is now gone and the whole new My Nintendo rewards system looks like an early April Fools' joke instead of a meaningful replacement. I personally just want to get this:


A Twilight Princess Picross? Why not? However, you can't just buy it in the eShop, you can only get it through My Nintendo, where you have to jump through hoops to get enough Platinum Points for the game. I'm not interested in Miitomo, so the only way for me to get enough points is visiting Miiverse and the eShop on a weekly basis. That's not a big deal, because I do that anyway, but accumulating enough points for the Zelda Picross will take many weeks and it's all so boring.

The gold point reward system is even less exciting. You get discounts for buying games on the eShop? Too bad that the prices on the eShop usually are a lot more expansive than in retail, so it doesn't really save you any money.


Anyway... for Nintendo going all digital is very convenient and also more profitable, since they would save the costs and losses for distribution. So, I can see, why they want to push into this direction. I'm just not sure, if I'm a big fan of it. On the one hand I like having download versions of the games, because it is very practical, if you don't have to change cartridges and discs all the time. On the Wii U both physical and download versions share savegames, so sometimes I even like having both. A disc release for my collection and the download version for playing. On the Nintendo 3DS this doesn't work, because the cartridges keep the savegames on them. With all four 3DS Zelda games I own two different copies and I somewhat feel inclined to also complete them both, which I recently did with A Link Between Worlds. It would be more convenient, if the savegames worked like on the Wii U, though. It would keep my Backloggery a little bit smaller.

If Nintendo goes all digital, there still might be something left for collectors. The GB Pokémon retail versions actually come with maps and other extras, instead of just housing a download code. I always loved the NES and SNES times, where retail releases had colorful and detailed manuals full of artwork. A Link to the Past came with a map of Hyrule and so on. Today you get a recycling box with nothing but the game in it and some sheets. But Nintendo could return to the old sensation of boxed games, if they want to still sell retail versions and especially Limited Editions in an all digital era. The irony will be that these boxes will have everything, except for the game...

Hyrule Warriors Legends Collector's Guide

Got this yesterday:


I also have the old one for Hyrule Warriors and there's only one good reason to get these guides: they include the official artbook in English translation and high resolution, which was otherwise only available in Japan as part as the Premium and Treasure Box sets. I think, in case of Hyrule Warriors: Legends the English artbook also was a preorder bonus here and there, but this still has the bigger pages:


It's nice to have this. Originally only the eGuide was supposed to have the artbook section, so I was positively surprised that the Collector's Edition guide also has it at the end. Because besides the artbook, there is no real reason to go for the guide. The Legend Mode scenario guides are well done for the most part, but the Adventure Mode guide is (still) a mess.

For some reason they completely inverted the chessboard notations. So, the bottom row is referenced by the letter "H" (instead of 1). And the entire Adventure Mode guide is just a list of mission statements and reward - things you can clearly see in the game. They don't even have the locations for the Gold Skulltulas or Fairy Rewards. They just briefly mention that you can find Skulltulas usually in the center of the web (which is not true at all) and Fairies inside pots, but not where exactly. They post outlines of the maps for every Adventure Battle, where only keeps with treasure chests are marked. Other than that the maps are completely useless, but make up a good chunk of the guide. The old guide for Hyrule Warriors had the exact same issues, but simply was a lot thinner...

This one is 448 pages strong, the same as the Twilight Princess (HD) guidebook. I wonder, if this really is the limit for Prima's printing machines, because this can't be coincidence... Lucky for them that they didn't have to cover the DLC Adventure Maps.

Wednesday, March 30, 2016

Hyrule Warriors (Legends): Marin Announced

When I returned last evening I was greeted with some awesome character news about Hyrule Warriors: Marin just got confirmed at Wondercon 2016 last weekend.


She was probably everyone's best guess, including my own, so it's not the biggest surprise. It will still be amazing to see her in action and Koei Tecmo already delivers some beautiful concept art. She was basically my first video game crush and it will be nice to have her in 3D for the first time.

I also like playing as pretty females in video games and Hyrule Warriors really does deliver in this department. So, having Koei Tecmo work for the Zelda franchise, certainly has its merits, and over half of the roster is made of female characters. There are now 14 female and 12 male characters on board (if you count Sheik as female, that is). But if my predictions are right, this will change with the upcoming DLC, because unless they go for Hilda or Irene in A Link Between Worlds, the three new characters will most likely be male.

Anyway, Marin is the first character from a pure 2D Zelda game that will be turned into 3D art for Hyrule Warriors. This opens new possibilities, though there are not all too many potential characters in the classic Zelda games. Agahnim from A Link to the Past comes to mind, but he only fights with magic from his hands, which would be too similar to Wizzro and even lack a good weapon type like the Ring. But we'll see...

There's still the question about Marin's "weapon" as well, where they showed something that seems to be the Sea Lily's Bell. I really hope that she will direct all eight Instruments of the Sirens with her singing voice, because this would be the perfect fit. And it would be weird, if she only uses one of the instruments. It's not like the rest will get used by other characters, since we already have many musical instruments as (potential) weapons.

And we still don't know anything about Linkle's weapon yet, where my best theory was the Flying Rooster. Having played Linkle's campaign, where she even uses Cuccos for her army, it would be such a nice fit.

30th Anniversary Replay List, First Update

For the 30th Anniversary of the Zelda franchise and the release of new big Zelda game I made plans to play through as many Zelda games again as possible. I've already started last year and by now I went through over half of the series:


For the most part I have been covering the topdown Zelda games, where only the Four Swords series would be missing. I've played The Minish Cap in 2014, when it got released on the Wii U Virtual Console, and I've already beaten this game seven times in total, so I'm not eager right now to play this again. With Four Swords Adventures I really want to experience this with three other people, where I might have the chance at a Zelda fan meeting in August. And with Four Swords at least I want replay the Hero's Trial at some point, which requires some high levels of masochism though.

The same goes for Zelda II - The Adventure of Link. In February I returned to a savegame on my Nintendo 3DS, where I got to the town of Nabooru at beforehand, but I didn't make much progress there and focused on replaying The Legend of Zelda instead. Even with Restore Points Zelda II can be fairly difficult, but I might play it a little bit alongside Hyrule Warriors: Legends.

Hyrule Warriors: Legends will be my main focus in the next months, probably even until The Legend of Zelda for Wii U arrives, however, I still would like to go through all 3D Zelda games again in order, before the new one gets released. Those would be:

  • Ocarina of Time
  • Majora's Mask
  • The Wind Waker HD (2nd Quest)
  • Twilight Princess HD (Hero Mode)
  • Skyward Sword

I might play all of this on the Wii U or will aim for the Nintendo 3DS remakes with the Nintendo 64 Zeldas. I'm not sure yet, but probably the latter. With both The Wind Waker HD and Twilight Princess HD I saved the 2nd playthrough option for later, which I certainly will do before the new game. And Skyward Sword I haven't played since it was released, so this is a game that I'm really looking forward to playing again. It should also be a fitting finale for my 30th Anniversary replay run.

Replaying A Link to the Past on the 3DS

As stated in my previous post, I also went through A Link to the Past again, while finishing my 2nd Hero Mode run of A Link Between Worlds. Surprisingly, I did so on the 3DS as well, where Nintendo introduced the Super Nintendo Virtual Console for New Nintendo 3DS this month. Because there's no cross buy functionality and I still didn't touch my Wii U copy, I actually didn't want to get this, but then I received a review code from Nintendo and having it next to A Link Between Worlds on my New 3DS during my travels was nice, so I could easily switch between both games and enjoy them on the same system.

There was also another perk: in Europe they went for the 60Hz NTSC version of the game, instead of the usual 50Hz PAL version. This also let me experience the original game for the first time in English, because the console versions in Germany were locked in German and there was no language selection at the time.

In any case this was the first time that I've played through A Link to the Past again since the release of A Link Between Worlds. The latter became one of my favorite Zelda games and now I had the chance to compare, how the original holds up. And... it's alright, but I enjoy playing through A Link Between Worlds a lot more. Both games have a strong beginning, where you can prep in Kakariko and get some stuff like your first bottle and the Bug Net, before you head for the Eastern Palace. A Link to the Past starts out way more epic with Hyrule Castle in the rain, but I feel like this is a long and linear part, where I have to drag myself through, before the real fun begins.

And the "fun" feels a little bit like Hero Mode early on. I was actually searching for some fairies to put in a bottle, where you can't find them in the same spots as in A Link Between Worlds or Ancient Stone Tablets. There are some fairies south of Eastern Palace, but I forgot about those at first, so I went to the only spot, where I was sure to find fairies: the ice cave at Lake Hylia. However, getting there right in the beginning can be quite tough with those Sand Crabs, which are fast and deal TWO HEARTS of damage for some reason. So, it would have been smarter to go to Eastern Palace first.

And except for the Ice Rod and the Magic Powder, which you can both get early, it feels somewhat more restricted than A Link Between Worlds. After the Eastern Palace there isn't much to do except for going to the Desert Palace, because only the Power Glove really opens the Light Worlds up for you, where you finally can get the Zora's Flippers, which also give you some restricted means of teleporting with those vortexes in the water. You can't get the Ocarina until after the Palace of Darkness and I really missed Irene's broom. In A Link Between Worlds the game really opens up after the Eastern Palace. You can get the Power Glove and the Zora's Flippers right away, you can teleport early on and you can rent all items except one, opening all of Hyrule except for the desert.

I also feel like the Hyrule in A Link Between Worlds is more enjoyable to explore. A Link to the Past invented one of the best overworlds in the series and A Link Between Worlds perfected it. It start with small things like the pathways east of the smithy, which I immediately missed in A Link to the Past. And A Link Between Worlds makes just better use of all the areas, like the Flute Boy Meadow, even if it's just because you find Maimais there or Shadow Links. But there are also significant additions like the Rupee Rush minigame, one of my absolute favorites. In A Link to the Past you have this little parkour minigame, which you only play once and then never visit the same spot again. So, it feels like a waste of space. The world has more substance in A Link Between Worlds and the Light World was for me always the strong part of A Link the Past, because the Dark World basically just is dungeon crawling with little to do on the overworld.


The controls are also not ideal. For some reason someone decided it was a good idea to put the map on the X button, instead of using this button for a 2nd item. Also, the Pegasus Boots are used with the A button (which takes some time getting used to after playing both A Link Between Worlds and Tri Force Heroes), while the shoulder buttons don't really do anything. Later Zelda games handled the controls a lot better.

It's also curious, how throwing pots at enemies is the best way of fighting early in the game - it's a lot more powerful and effective than using your sword. But of course there are only a limited number of pots around, usually as many as there are enemies, so you have exactly one shot with each pot. It really seems like this even was an intended feature, using the "pots of power" as weapons, which got lost later in the series (it's still a thing in Link's Awakening, but there you have to earn the Power Bracelet first).

It's also noticeable, how you can get many Rupees early on, I got more than 700 Rupees before Eastern Palace. But the only thing to spent Rupees on are the Zora Flippers for 500 Rupees and then the Pond of Happiness, which takes up to 1400 Rupees... As soon as you did that, the only thing really requiring Rupees are potions, where a Blue Potion costs 160 Rupees. I abuse those together with the Cane of Byrna quite a lot for the bosses and then I refill my Rupees at the treasure chest game in the Village of Outcasts. But that's really all there is to the currency.

With the Restore Points of the Virtual Console I even went for a clear zero death savegame for the first time, similar to The Legend of Zelda in February. On the GameBoy Advance this wasn't an issue, because this version didn't count saving as "dying". The original did though, so you had to beat the game in one run in order to get this:


(When I replayed the game in 2011 on the Wii Virtual Console I also didn't die, but I saved about ten times. I remember that a friend watched me beat the game and then made fun of how I died ten times, where I had to explain to him that this happens with saving the game... Well, buddy, here's your proof.)

The one thing I always claimed to be a lot better in A Link the Past were the dungeons and even with those I now feel like they are a lot more enjoyable in A Link Between Worlds. The classic dungeons make better use of enemies, that's for sure - I really wish the Eastern Palace in A Link Between Worlds had some Eyegores for example. But save for this the dungeons were not really that much more difficult. Most people also remember the classic dungeons to be longer, but that's not actually the case, they are about the same. In some cases they are even shorter, e.g. Tower of Hera, which is so much more amazing in A Link Between Worlds and doesn't have the annoying Moldorm mechanic, where in A Link to the Past I now abused Restore Points to make things less frustrating. I always hated this fight.

Or if I compare the Ice Palace to the Ice Ruins, there's a clear winner. The Ice Palace isn't really that enjoyable. I avoided getting the Cane of Somaria in advance and going through the same trite set of rooms again and again is just absolutely tedious. Even the new Turtle Rock, where people seem to complain about how short it became, has a lot more to it than the classis SNES version, which was just a mess of Somaria roller coasters and tube mazes. And it was a very short dungeon also. The only bigger exception, where I still prefer the classic version, might be Skull Woods, as I explained in my previous post.

But... that's how it should be. A Link Between Worlds built on an amazing game and improved upon many things. A Link to the Past has the more serious / epic story, but overall I have moved on to the successor. It's still quite a short game, so this probably wasn't the last time that I've played it though.

Replaying A Link Between Worlds in Hero Mode

Between Twilight Princess HD and Hyrule Warriors: Legends I've been replaying A Link Between Worlds and A Link to the Past, where I finished them both last Friday. Because I visited home over the Easter holidays, I will now post my thoughts with a slight delay.

Well, in case of A Link Between Worlds, I've already
replayed the game last year on my cartridge copy and I started playing Hero Mode right when Tri Force Heroes was released. So, my replay session of Hero Mode got split into several parts over the course of about five months and in the beginning I played the Hyrule dungeons. Late February I returned to this savegame, when I visited home to help my mother moving, and there I was going for the Titan's Mitts and all 100 Maiamais, basically completing about all sidequests.


StreetPass Frenzy

Less than two weeks ago then there was a Manga Con in Leipzig, where I visited all four days of the convention to meet some friends and participate in some Nintendo events (I scored 2nd place in a Mario Kart 8 tournament). And a convention like this is perfect for getting lots and lots StreetPass hits, where I returned again to A Link Between Worlds to fight all those Shadow Links of people.

This was actually the first time, where I cleared all 50 StreetPass challenges legitimately and even got all 20 apples on the Apple Tree without setting up fake StreetPass hits with one of my other 3DS systems. And with so many StreetPass encounters it was also the fastest. There are even many 50 Rupee bounties, because some might just set up StreetPass in the beginning and then never bother with it again. But I didn't have to use my dummy Shadow Links for some of the tougher challenges and strategies from my StreetPass Guide like the "Bombos Byrna Drink" worked like a charm.

Still, there were also quite some people with tough Shadow Links, which can be dangerous in Hero Mode, so I kept playing until my StreetPass Meadow got filled with golden signs. Having lots of those is also good to fill up your total Rupee counter quickly, because you can get up to 999 Rupees with a single StreetPass fight. Now, all there was last to do last week was clearing the remaining Lorule dungeons, getting the best equipment and then battling all the Shadow Links.

I still played quite some Rupee Rush though and even managed to break the 1000 Rupees in the Lorule version. I even had a run, where I got exactly 0.00 seconds left... So, I was quite unhappy that I didn't have internet access to show these records on Miiverse....


Hero Mode Course

When replaying the normal game, there are tons of possibilities in what order you play the dungeons. 2520 different possible orders to be accurate. In Hero Mode, however, I feel like the game is getting quite linear for myself, because there doesn't seem much of a choice for me. The quadruple damage is very tiresome, so I want to get the Blue Mail first and then go for the Titan's Mitts to get as strong as possible for the difficult stuff.

So, my order of the Lorule dungeons was as boring as this:

  • Swamp Palace
  • Thieves' Hideout
  • Desert Palace
  • Skull Woods
  • Palace of Darkness
  • Turtle Rock
  • Ice Ruins

When I played normal mode, I actually started with Ice Ruins and then cleared Turtle Rock next. It was still easier than doing them last in Hero Mode, because only with the Red Mail you receive as much damage as with the Green Mail in Normal Mode.

Skull Woods is still the downer, because this dungeon is just a massive disappointment over the original. Now, that I had the chance to directly compare the dungeons between A Link to the Past and A Link Between Worlds, I'm actually quite fond of most of them. They could use some tougher enemies here and there, especially in the earlier dungeons, but over all they are very well designed, in my opinion much better than the originals. Except for Skull Woods. They turned an open dungeon with multiple entrances, which is a pretty cool idea that rarely ever has been utilized in Zelda, into a linear mess...

But the other dungeons make up for it. I still think that the Ice Ruins are one of the best dungeons in the series, it's just so well designed and also offers a good challenge. I also enjoy Turtle Rock a lot, as well as the Desert Palace. And after going through A Link to the Past again, I also prefer the new Palace of Darkness and Tower of Hera over the originals.


Anyway, this was the fourth time that I have fully completed the game (except for the 999.99 seconds Cucco Run), twice in normal mode and twice in Hero Mode. And I enjoy it a lot, this probably wasn't the last time. I love the ending, gets me every time. It's beautiful.