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Heave ho, have Link lift this bush to uncover a back entrance to the.Run under the red leader's leaping stomp attacks and counter-strike when possible. Pepper the gang of Darknuts with arrows from a distance and polish them off with sword-swipes.Push this crossed-swords blockade to open a secret passage.Pull the right-wall lever with all your might to unlock the door.Plead your case to this forlorn soul and he'll fork over a weak but usable sword.Look for Link's Super Nintendo debut within a month a two, at which time we'll print a blowout strategy guide. versions, but all indicators are pointing to a near-direct translation, so check out the following highlight tips and tricks. No word yet on what will and what won't change between the Japanese and U.S.
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To borrow a line from a well-known TV commercial, Zelda III is "a bit more exciting, a bit more challenging, a bit more graphic, a bit more colorful, a bit more." Heck with it, Zelda III is a LOT more of those traits and then some. Old and new tunes are as absorbing as 16-bit sounds get. And music? Take a listen and you'll be spirited away to Hyrule in no time. Awe-inspiring effects such as a chilling thunderstorm and the Forest's foggy environs add welcome flavor to Hyrule's many mystical locales. Visually the characters look like and are well-drawn upgrades of their cartoony selves. As opposed to Zelda I's basic overhead-view one-level movement, several "layers" of tunnels and passageways can crisscross all on one screen! You climb or descend ladders and walls to jump from one layer to another. Link's tools of the fantasy trade include Swords, Shields, Bombs, Clothes, Boots, Gloves, Flippers (for swimming of course), Magic, Keys, Maps, assorted Treasures, and money in the form of Gems.Įvery role-playing type title requires maze running and mapping, but rarely, if ever, is it done as well as in Zelda III. In addition to Sword (B) and Item (Y), you can lift, push, pull, and throw inanimate objects with A, and access a gorgeous, scrolling, slant-view overworld map with X.
The first and foremost of Z III's play improvements is the incorporation of four - count 'em four - button inputs instead of just two. He does battle with all the skeletons, bats, rats, swordsmen, and rock-spitting octopuses Zelda fanatics can stand. Our green-garbed hero's third, er, first quest spans the four comers of Hyrule and all points in-between, including waterfalls, caverns, villages, dungeons, and mountains. The Super Famicom redesign, a top-down perspective game, plays closest to the original Zelda, with a similar play interface, revamped enemies, and hot music and graphics. Zelda I ('87) and Zelda II ('89) set standards for excellence in NES swords-and-sorcery games.
Here's a sneak peek at this Japanese sales sensation, now available overseas for the Super Famicom and on the verge of a U.S. Spring her from jail and you're only just getting your toenails wet in Nintendo's most complex role-playing maze-a-rama ever. One of Ganon's unholy colleagues, the corrupt priest Agnim, has swiped the Seven Daughters of Hyrule, shattered the TriForce, locked Zelda in a dungeon, and thrown away the key. But an untold tale concerning Link's virgin voyage in the realm of Hyrule is about to take center stage on the Super Famicom: The Legend of Zelda: A Link to the Past takes us back in time, back before Ganon's legendary badness, back before even the NES, to Link and Zelda's ancestors (who coincidentally are also named Link and Zelda!) and a fabulous adventure. After reforging the TriForce and banishing Ganon's minions from Hyrule for all eternity, twice, Link thought nothing could tear him and the love-of-his-life Princess Zelda apart ever again.