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The Legend of Zelda: The Wind Waker From ... - Douglas Wilson

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<strong>The</strong> <strong>Legend</strong> <strong>of</strong> <strong>Zelda</strong> transcended this quality <strong>of</strong> disposability, precisely because<br />

its areas interconnected to form one unified mega-environment. In the absence <strong>of</strong> any<br />

time limit, players could wander Hyrule on their own terms. <strong>The</strong> game required Link to<br />

explore and re-explore each area, whether in search <strong>of</strong> dungeon entrances and items, or<br />

simply passing through while trekking across the gameworld. Even in the maze-like,<br />

significantly less open-ended dungeons, players were forced to retrace multiple paths. In<br />

addition, <strong>The</strong> <strong>Legend</strong> <strong>of</strong> <strong>Zelda</strong> abandoned the notion <strong>of</strong> “multiple games” almost entirely.<br />

<strong>The</strong> <strong>Zelda</strong> game cartridge introduced a battery backup feature that allowed players to<br />

save their progress and resume their quest in the next play session. “Dying” now signified<br />

a minor setback rather than an unambiguous “game over.” Effectively, the save<br />

mechanism shifted the gameplay balance from performance to exploration and character<br />

development.<br />

In many ways, the 1988 sequel <strong>Zelda</strong> II: <strong>The</strong> Adventure <strong>of</strong> Link signified a step<br />

back towards the action-first design <strong>of</strong> Super Mario Bros. Despite a handful <strong>of</strong> small<br />

design changes clearly derived from traditional role-playing games (RPGs), players once<br />

again navigated Link through Hyrule in search <strong>of</strong> palace-dungeons. But this time around,<br />

the overworld was presented in a more map-like top-down view. Although it was no<br />

longer broken into discrete screens (the view panned slowly along with the player), the<br />

new overworld lacked the interactive potential <strong>of</strong> its predecessor. Instead, much <strong>of</strong> the<br />

action and exploration had been abstracted into a secondary sidescrolling mode. Towns,<br />

dungeons, caves, and battle sequences were now rendered in an entirely separate, pr<strong>of</strong>ile<br />

perspective and with different artwork. <strong>The</strong> sequel was first and foremost a <strong>Zelda</strong> game,<br />

but the new sidescrolling view channeled the jump-intensive “platformer” spirit <strong>of</strong> Super<br />

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