Comments on: The Anatomy of Zelda II: XIII. Into the Breach http://www.anatomyofgames.com/2013/04/17/the-anatomy-of-zelda-ii-xiii-into-the-breach/ 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: Chicago Frank http://www.anatomyofgames.com/2013/04/17/the-anatomy-of-zelda-ii-xiii-into-the-breach/#comment-1482 Thu, 18 Apr 2013 11:14:46 +0000 http://telebunny.net/toastyblog/?p=7614#comment-1482 Loved the music in this level, always felt that it had an epic “last battle” feel to it. Not too many games imo got that part right.

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By: John H. http://www.anatomyofgames.com/2013/04/17/the-anatomy-of-zelda-ii-xiii-into-the-breach/#comment-1481 Thu, 18 Apr 2013 06:14:37 +0000 http://telebunny.net/toastyblog/?p=7614#comment-1481 It took me a few tries to beat Link’s Shadow my first time, yes, but for some reason it seems a little easier now, and I almost never die to the Thunderbird anymore. The real challenge is the Great Palace itself, which is _gigantic_.

A trick to the bottle spawns, that works throughout the game: if you strike a bottle spawn point and it makes an Ironknuckle or Fokka, leave the room and come back. So long as you don’t kill the enemy, the spawn point will remain, and you can trigger it again. You can do this repeatedly until you get the bottle.

One cool thing about the Great Palace: any time you travel through a room that’s just an elevator shaft, feel around the left wall. There should be a place where you can walk through there. Many of those side rooms will have a statue (you can only reach it though with Jump) that produces a red bottle or Fokka when you strike it; using the trick I mention above you can keep trying until you get the refill (or until you run out of magic for Jump).

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By: Matt http://www.anatomyofgames.com/2013/04/17/the-anatomy-of-zelda-ii-xiii-into-the-breach/#comment-1480 Thu, 18 Apr 2013 01:25:52 +0000 http://telebunny.net/toastyblog/?p=7614#comment-1480 Enjoyed this immensely. Completely agree about crossing that point of no return. I was especially shocked the first time I saw how big and threatening the Thunderbird actually was. You kind of went through the game with hushed mentions of it, and while I never was able to defeat it (my nerves got the better of me as a kid) the thought of fighting your own shadow was somehow more terrifying and really made the player think long and hard about taking that l-o-n-g trek through the final palace just to reach hell.

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