Comments on: Anatomy of a Game: Legend of Zelda II http://www.anatomyofgames.com/2012/09/05/anatomy-of-a-game-legend-of-zelda-ii/ Defunct, amateurish, game design analysis by Jeremy Parish Wed, 25 Nov 2015 23:31:21 +0000 hourly 1 https://wordpress.org/?v=4.5.7 By: jparish http://www.anatomyofgames.com/2012/09/05/anatomy-of-a-game-legend-of-zelda-ii/#comment-962 Fri, 07 Sep 2012 19:40:35 +0000 http://telebunny.net/toastyblog/?p=5327#comment-962 Thanks. I doubt I’ll get into the Japanese-to-English revisions since most of those are minor tweaks that have little bearing on the actual instructional and mechanical design of the game.

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By: Javier Juarez http://www.anatomyofgames.com/2012/09/05/anatomy-of-a-game-legend-of-zelda-ii/#comment-961 Thu, 06 Sep 2012 18:44:07 +0000 http://telebunny.net/toastyblog/?p=5327#comment-961 You are truly enjoying this anatomy of a game, I assume. Nevertheless, are you going to tackle those fickle changes and adjustments between the japanese version and the version all westeners enjoyed and remember fondly?

Zelda always feels like that park you learned to enjoyed, I’ve always felt that the Zelda franchise from the beginning of every entry, the designers would take you by the hand and show you how to get started.

As a left handed handed guy, I’ve always enjoyed the rewards by going against the scripted path for everybody else. but I’ve never read someone put in words that understanding, I never though that there could be a scripted path for left oriented choices.

The same seems to happen with recent Super Mario games.

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By: Reggie Schreiber http://www.anatomyofgames.com/2012/09/05/anatomy-of-a-game-legend-of-zelda-ii/#comment-960 Thu, 06 Sep 2012 17:17:13 +0000 http://telebunny.net/toastyblog/?p=5327#comment-960 I’m not sure the “optional” nature of the bow is so bad. The completionist in my always wanted to explore every room on the map when I found it. But I guess everyone isn’t that OCD. Either way, knowing there were unexplored rooms meant that you might have missed something. SO when you hit a wall, you could go back and tie up loose ends to see if you needed something to advance the game.

Also, great articles! I really loved the Castlevania one as well.

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