Anatomy of a Game: The Legend of Zelda

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http://www.anatomyofgames.com/2012/09/04/anatomy-of-a-game-the-legend-of-zelda-i/

I’ve been reading this series of articles analysing the design and mechanics of the original Legend of Zelda game over the past few days. I’ve read Jeremy Parish’s work before (Castlevania, Metroid Fusion, maybe more) and it’s always an interesting read. This one is no exception as he highlights stuff you took for granted all those years ago as well as other things you plain old forgot. Definitely recommend for anybody who has played the game.

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3 Comments Add yours

  1. stevenger says:

    Liked the point about the perspective subtly encouraging players to head north and how the overworld design uses that.

    Is that distinctive “top-down movement with face-on gfx” usually referred to as a 3/4 perspective, do you know? Not heard a term for it before.

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    1. acidbearboy says:

      A quick Google search suggests that 3/4 perspective is a regular expression, yeah.
      http://opengameart.org/content/chapter-3-perspectives

      Liked by 1 person

  2. acidbearboy says:

    I have since read the write up on Zelda II The Adventure of Link, which is also very good. There was more stuff I’d forgotten and yet I distinctly remember some of the events from very near the end of the game, even though I remember finding it incredibly tough back then and also more recently.

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