If you have noticed a bit of a dip in my posting on the site its because I was on vacation for the last week. One of the games I took with me to play on my trip was The Legend of Zelda a Link to the Past. Its a pretty good game to pickup and play in short bursts as the dungeons are not very long to complete. In my most recent play through I tackled the last two dark world dungeons before the one on the mountain.
I have been playing the dungeons mostly out of order as the game isn't very rigid with how you play them save a few cases. For instance, you need the fire rod to enter the ice world dungeon. That said, during my play through of the ice dungeon I remembered why I tackle the swamp dungeon where you get the Cane of Samaria first. In the Ice World dungeon at one point you must drop blocks down to a earlier floor to push on a pressure plate to open a door. The steps you need to take to do this are annoying BUT the game allows you a way out by using the Cane of Somaria. Always wondered if this was an intentional design choice Nintendo made or if it was just happenstance. That said, I came to the part where I needed to drop the block to continue and I left the dungeon and went to the Dungeon where you obtain the cane and beat that. After I nabbed the Cane and beat the Dungeon I went back and completed the Ice Dungeon.
I wish more games allowed you choices to skip annoying parts in games. For instance, I wish I could push the "please let me bypass the grind" in Borderlands 2 to speed up to the interesting story missions. Its not really practical to do that because the game is fairly hard if you don't grind to level up your character. I used to lament the loss of games that take 60 hours to complete but more often that not nowdays it just means 40 hours of boring content. And if you really think about it, Link to the Past isn't a 60 hour game. I may have spent more than 60 hours playing it through multiple times but one can easily complete the game in 20 hours or so. Getting a ton of enjoyment out of a game doesn't mean the game has to be long as hell it needs to just be compelling enough to come back to.
Which is one of the cool things I am starting to notice about classics like The Legend of Zelda compared to more modern AAA games. The fun and interesting game play make me come back year after year, not a 4,000 hour single player grind-fest.
http://zelda.wikia.com/wiki/Cane_of_Somaria
P.S. Does anyone know of a use for Rupees in Link to the Past? Besides buying the flippers, nothing seems useful to buy. I load my bottles up with faeries and since there is a pretty good amount of magic and heart drops I don't think blue potions are that useful.
I have been playing the dungeons mostly out of order as the game isn't very rigid with how you play them save a few cases. For instance, you need the fire rod to enter the ice world dungeon. That said, during my play through of the ice dungeon I remembered why I tackle the swamp dungeon where you get the Cane of Samaria first. In the Ice World dungeon at one point you must drop blocks down to a earlier floor to push on a pressure plate to open a door. The steps you need to take to do this are annoying BUT the game allows you a way out by using the Cane of Somaria. Always wondered if this was an intentional design choice Nintendo made or if it was just happenstance. That said, I came to the part where I needed to drop the block to continue and I left the dungeon and went to the Dungeon where you obtain the cane and beat that. After I nabbed the Cane and beat the Dungeon I went back and completed the Ice Dungeon.
I wish more games allowed you choices to skip annoying parts in games. For instance, I wish I could push the "please let me bypass the grind" in Borderlands 2 to speed up to the interesting story missions. Its not really practical to do that because the game is fairly hard if you don't grind to level up your character. I used to lament the loss of games that take 60 hours to complete but more often that not nowdays it just means 40 hours of boring content. And if you really think about it, Link to the Past isn't a 60 hour game. I may have spent more than 60 hours playing it through multiple times but one can easily complete the game in 20 hours or so. Getting a ton of enjoyment out of a game doesn't mean the game has to be long as hell it needs to just be compelling enough to come back to.
Which is one of the cool things I am starting to notice about classics like The Legend of Zelda compared to more modern AAA games. The fun and interesting game play make me come back year after year, not a 4,000 hour single player grind-fest.
http://zelda.wikia.com/wiki/Cane_of_Somaria
P.S. Does anyone know of a use for Rupees in Link to the Past? Besides buying the flippers, nothing seems useful to buy. I load my bottles up with faeries and since there is a pretty good amount of magic and heart drops I don't think blue potions are that useful.
If you want to join this conversation you need to sign in.
Sign Up / Log In
Toss rupees into the wishing well to upgrade how many arrows and bombs you can carry. :)