Console Classica - The Legend of Zelda: A Link to the Past (SNES)

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We at nWaffle are proud to introduce our newest feature - The Console Classica. With this weekly feature, we’ll take a look back at some classic titles from an enormous list of games. Going back to as early as the NES, all the way to the final titles to hit the Gamecube, we’re going to look at what these games did so great, or so horribly, and how they shaped our industry. And what better way to start this feature off than with what is arguably one of the greatest games of all time - The Legend of Zelda: A Link to the Past.
Developed by Nintendo
Published by Nintendo
Platform - Super Nintendo
Date Released:
Japan - November 24, 1991
North America - April 13, 1992
Europe - September 24, 1992
Development:
In 1986, The Legend of Zelda hit the NES. Created by Shigeru Miyamoto and his team over at Nintendo, the game was an astonishing leap in game development. Offering one of the most iconic orchestral themes in the industry, creating an immersive, enormous world of adventure, and even birthing the incredible innovation of the Save feature, Zelda was an instant classic. Not only was this game absolutely groundbreaking for its time, but its affect on the industry continues today. Within only a year of Nintendo’s latest creation, the sequel, Zelda II: Adventure of Link hit shelves in Japan, and came state-side in 1988. Simply put, Zelda II was a great game in its own right, but it was quite different than from what everyone had expected. The game had a much more Dragon Warrior-type feel to it than what was established in the first title. The fact that it went to a side-scrolling view during fights or dungeons, that it had a leveling system, and numerous other changes threw people off.
Due to the financial success of the previous installments, Nintendo invested a considerable budget into the next title in the hugely popular franchise. Development began on the Famicom immediately after Zelda II’s release. However, in order to compete with Sega’s 16-bit platform, the Genesis, Nintendo was gearing up to launch their next console. The Super Nintendo was to be released only two years later, and an enormous amount development was shifted over to make games for the new 16-bit console. Zelda III was no different. After a year of development, the project was to be shifted over to the Super Nintendo. Miyamoto’s team was suddenly given an enormous opportunity here. Not only with the added memory of the system, but the visual technology was far superior to that of the original Nintendo Entertainment System.
But what about the design? For the next entry in the series, Miyamoto’s team thought about what to do next. Shortly, they realized that they basically had hit the right chord with gamers the first time around. Gamers were just so captivated by the top-down perspective and the immersive, intimate environments that the team knew what instantly what to do next. In 1991 (Japan), gamers were finally treated to the results.

We did the same thing when this game was finally in our hands.
The Game:
The team went back the original game’s design and improved it on every level. Returning to the overhead design of the original game, A Link to the Past was much more of the sequel that people had been anticipating since the first game than Adventure of Link was. Nintendo decided that instead of creating another direct sequel to the original two games, they would instead create a prequel to the series.
The game opens with Link (your character) waking from a vision of the Princess Zelda calling for him to save her from her imprisonment in the castle. What is interesting is that this is now the third Zelda we’ve been introduced to in the series, so it has now been established that there can be numerous Zeldas throughout history, as well as Links. Anyways, you soon notice that your uncle has already gone off to save her. Once making it through the storm outside, you find your uncle dying in the sewers that allow access into the castle. Giving you his sword and shield, it’s your job to save the princess now. Long story short, the evil wizard Agahnim has taken control over the kingdom of Hyrule, and it’s your job to stop him and save the world.
The game certainly did feel much more at home with this title than they did with Adventure of Link. ALTTP expanded on the item system, removed the leveling system of Adventure of Link, and returned to the entirely overhead experience of the original. There were a few more additions and mechanics that have become Zelda staples. For one, finding numerous heart pieces in the overworld is introduced.

Zelda and Link try to escape via a secret passage in the game’s opening sequence.
The puzzle-solving really made some advancements in this title. Not only did you need to perform block-puzzles here and there to progress, but a third dimension is introduced. The game uses a few very sneaky techniques and forces you to think in 3D. In some instances, you needed to push a block off a ledge so that it would drop down. You could basically “jump down” from certain cliffs. Another puzzle made you bomb the floor of a room so that the light would shine down into the room below. There were some incredibly intricate designs here, and some of these puzzles remain to be some of the best in the series.
But one of the most important and impressive additions to the game was the introduction of the Light/Dark system. At a certain point in the game, you suddenly found yourself thrown into an alternate version of Hyrule. While the world you know is known as the Light World, filled with green plants, life, and a peaceful populace, you end up traveling to the Dark World. This other world was a mirror image of the Light World. However, while the two may be very similar, colour-palettes were switched to make the entire are feel very evil, twisted, and ruined. This entire realm is infested with monsters more powerful than you had originally faced. Some trees were now alive, the Light World’s village is replaced by a ruined ghost town, and numerous other changes differentiated the two worlds. These separate realms, however, interacted with one another. Changing something in one world could change the same thing (or something similar) in the other. Traveling between these two worlds was integral to being able to progress through the game, and also opened up some very valuable secrets.

The Light World (top) is noticeably more lively than the dreary and twisted Dark World (bottom).
But ultimately, this was still a very Zelda-like experience. You needed to prove yourself as a fighter, battling minions and bosses, but as well as an intellect by solving numerous puzzles and making it through a dozen dungeons. As you progressed, you learned new skills and gained new items that not only helped you progress and grow stronger, but also opened up new areas to explore. And exploration was certainly rewarded to those who tried by giving you numerous hidden upgrades and secrets. All of which made your adventure that much more rewarding, like finding the Cane of Byrna in the mountain-side, or the Cape of Invulnerability in the graveyard.
Response:
The game was received very well by fans and critics alike. The game currently holds a 93.5% average at Gamerankings.com, and has sold approximately 4.6 million copies worldwide. To this day, it is still heralded as not only one of the best Zelda adventures ever, or one of the best SNES titles, but one of the best games period. This was the pinnacle of the 2D adventure in the 16-bit era. With an incredible storybook-like look, a simple but engaging plot, and an enormous world to explore, this game deserves every bit of praise it receives.
The title was re-released on the GBA in 2002, featuring the first-ever multiplayer mode in the franchise entitled The Four Swords. There were minor tweaks, but this was essentially the same amazing experience from 10 years prior. And at the time of the Wii’s launch, the SNES-version was available for download via the Wii Shop Channel for 800 Wii Points, or 8 dollars.
A Link to the Past is one of those rare games that, even over 15 years after its release, you can’t find anything really wrong with. It perfectly blended everything that makes a Zelda game what it is. A nearly flawless balance of puzzle-solving, exploration, and combat kept this game going. A perfect difficulty curve didn’t hurt it either. Right from the get-go, ALTTP forces you to surrender to the majestic world it creates. Its beautiful art-design, its near-flawless gameplay, and its sheer scope blend together to create one of the most captivating experiences in gaming history. Available for download on the Wii’s Virtual Console service for 800 Wii Points, there is no excuse for having not played this game. You’ll be glad you did.


