I have a confession to make: I’ve only ever beaten one Zelda game: Link’s Awakening. I really enjoy the Zelda series, but for a variety of reasons, this is the only one I’ve ever played all the way through.
Excepting a first-generation Game Boy (which I still have somewhere), the Playstation is the first console I’ve ever owned. I’ve played console games, of course—I spent probably too much time in college in front of Crazy Taxi or Super Smash Bros.—but the Playstation is the first that I’ve been able to play on my own schedule. There are other options, of course: I wouldn’t steal a car, but I would steal a video game, and I have a handful of NES ROMs that I occasionally run in an emulator. I don’t condone video game piracy, but the age of the NES allows me to rationalize all of the guilt away. I think of video game systems as falling into three categories, roughly demarcated by durability. The systems around when I was growing up, like the NES, Sega Genesis, Atari 2600 and Super Nintendo, I view as old and busted. These are like vinyl records: they were pretty rad for a while, and some people still swear by them (the triangle wave channel sounded more warm, man), but they’re basically dead, and there are serious issues with the life of the media. Especially with the Nintendo systems, there is a limit to the cartridge life due to the battery needed to maintain the read-write memory used to store save game information. The five-year life advertised by Nintendo was probably a little conservative, but it’s been 20 years. That golden Legend of Zelda cartridge in your parents’ attic is dead. The old games are making a comeback in new forms, but I figure emulation is the easiest way to play NES games in their original form without schnazier graphics or updated translations. Sure, we Americans had a hell of a time trying to find level 8, but the nonsensical utterings of that crazy old man are part of Zelda’s charm in the English-speaking world.
After this first tier are the now-obsolete systems I played in high school and college: the Dreamcast, the Nintendo 64 and the original Playstation. These are kind of like eight-tracks, except that my music analogy kind of breaks down at this point, so I won’t try to strain it any more. This generation of systems began using flash memory—or EEPROMs in Nintendo’s case— to store game information, so there are no more worries about your games wearing out in five years or whatever. However, the systems are obsolete but not old enough to be retro-cool, so even if you do find a system, having one makes it look like you’re living in the past. Fortunately, the transition to the current line of systems came at a time when people were more concerned about playing their old games on new systems. In Sony’s case, the Playstation 2 uses an original Playstation chip for the sound processor, so PS2s can handle Playstation games without too much trouble as long as you have one of the original memory cards. Nintendo decided to take a page from the record company handbook and released N64 games as Gamecube games with little or no modification; I guess that kind of sucked for all the people that had to buy their library again, but I didn’t invest anything in N64 media, so I don’t really care. I would miss the special experience of the three-handed N64 controller if I played Ocarina of Time on the Gamecube or Wii, but I think I can live with that. Emulating a Nintendo 64 is possible, but it’s something I would like to avoid unless there is no other option.
Back to emulation, I have completed the first quest of Legend of Zelda in an emulator, but playing NES games on a keyboard lacks a certain something. All of my keyboards have that delightful blank gap between Ctrl and Alt, so emulation works pretty well with Commander Keen controls (The first time I played an Apogee game with a windows keyboard was very traumatic. In case you’re wondering how I use windows, I map Caps Lock to LCTRL and LCTRL to the windows key. See Scan Code Mapper for Windows for how; left windows is E05B. No one uses the application key.), but it’s just not the same as holding a controller in your hands, allowing you to gesticulate wildly in reaction to the game and get blisters on your thumbs during those twenty-hour Final Fantasy runs. I fixed this problem last Wednesday by buying a USB game pad, so emulation is now good enough for me. The game pad is basically a PS2 controller with a Logitech logo on it: it has two analog sticks that can push down, a digital direction pad, four main buttons, two triggers on each side, start and select buttons (actually buttons 9 and 10, but whatever), a mode button to control the analog and digital direction behavior, and one other button that does something with the vibration feedback that I don’t care about. It’s a bit overkill for pretending to use a two-button Nintendo controller, but all of the extra buttons, besides preparing me for any future games I decide to play with the thing, let me map two NES game pads onto this single controller, a feature that’s hella useful for saving my game in Zelda.
One of the interesting things about the first Legend of Zelda is that, even though it arrived in a very experimental phase as far as game design was concerned, the game itself and many of the forms it created have endured into today. Up until around Super Mario Bros. in 1986, console games were basically arcade games that you played on your television: there was no end to the games, and the goal instead was to achieve high scores. Mario changed this by having a way to complete the game. There was still a score, but the primary goal was to toss Bowser into a lava river and rescue the princess from a whacked-out mushroom trip. Computers had been doing this for years with games like Zork and King’s Quest, but the idea that you could play through a story in your living room using an inexpensive appliance was novel. The Legend of Zelda built on this the next year by ditching the score altogether, adding a bigger dash of story and giving the player a freeform world to explore instead of a restricting side-scrolling path. Several aspects of the game, such as the overworld map, the variety of equipable items and the combination of a linear storyline with a freeform gameplay have since become familiar aspects of console RPGs like Final Fantasy and whatever else Squaresoft has made.
Some current RPG features were missing. This Zelda installment and most others didn’t have experience points, something I feel worked in its favor. Game play is only fun as long as it is challenging to the point of being difficult but not impossible and as long as it doesn’t require the player to do something that isn’t interesting. The Final Fantasy games often fall into the not-interesting trap with things like spending 37 hours breeding chocobos (a substitute for spending 37 hours trying to defeat the impossibly-hard boss), and gaining experience points only with the goal of leveling up is an uninteresting interrupting of gameplay. Link does gain new abilities and more health throughout the game, but this is accomplished by playing the game instead of spending your time looking for monsters or hitting “A” over and over to do pushups or whatever. The primary unfun action Zelda has is trying to find the various secrets, a goal that requires bombing every rock and burning every bush. To add to the pain, this wanton destruction often metes punishment instead of rewards, opening passages to characters that demand payment for their crushed rocks and burnt bushes instead of the old men handing out heart containers. Finding the secrets is not necessary to game play, but having 16 heart containers at the end sure is handy, so I may end up using someone else’s map at some point. I don’t know. Related to this problem, another thing the first Zelda game lacked was a freaking overworld map. Miyamoto has compared the unmapped overworld with the experience of exploring unknown wildernesses, and I guess I can buy that, but I suspect that the real reason was that there wasn’t enough space on the cartridge or they ran out of development time. Either way, I won’t go all Zork on this game and try to keep track of everything. The basic features of the overworld are fairly easy to remember, and I can accept forgetting which shop sells the cheap shield, adding to the painful frustration of discovering that a Like Like ate it, as an interesting aspect of the game. Careful use of frustration can affect the challenge of game and thus affect the level of fun.
Another way for long games to deliver or relieve frustration is the method used to save. Though the use of tools like save points were probably originally devised as a means of conserving space, they can also be an useful tool in controlling the way a player progresses through portions of a game. Having to replay certain portions of the game after every unacceptable performance adds to the difficulty and alters the strategy of passing through difficult points. The Legend of Zelda allows games to be saved at any time, but the game is always restored to specific points on the map and with partial health. This is similar to save points as far as how difficult segments are played, but it can also be used as a helpful escape method. When I’ve played through Zelda before, I’ve never actually used the game’s save system due to the difficulty of accessing it. One method of saving is to die, which really isn’t so great, and the other is to hit “A” and a direction on the second controller. The cynical part of me suspects that this was some kind of weird bug that the developers decided to add to the manual instead of fixing. Whatever the case, I now have an easy means of accessing the second controller thanks to my surplus of buttons, and using this save method creates a very different game from using the emulator to save and restore memory states. I’m going to try to play the game using the means available to the original system instead of effectively cheating by using the emulator to restore to any point.
So there’s my plan. I want to play Zelda, and I want to play it right. It’s a difficult game, in part due to the bizarre translations of messages that are supposed to provide hints but mostly because it’s easy to forget about the other dozen monsters on a screen while trying to kill one. I don’t know how long this will take, but I’m as well-armed as I could have been when I was eight. I’ll probably try taking on the next game after this one, which, though I don’t know this firsthand, is supposed to be the sucky one. I’ll probably have to buy another console at some point.