Comments on: The Anatomy of Zelda II: XIV. In Conclusion http://www.anatomyofgames.com/2013/04/18/the-anatomy-of-zelda-ii-xiv-in-conclusion/ 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: Javier http://www.anatomyofgames.com/2013/04/18/the-anatomy-of-zelda-ii-xiv-in-conclusion/#comment-1467 Fri, 19 Apr 2013 10:19:11 +0000 http://telebunny.net/toastyblog/?p=7604#comment-1467 This was another excellent series of articles I followed with utmost interest.
In regard to Zelda II´s difficulty both in the combat and the opacity of the puzzles, all I can say is that when I was 12 years old I rented this game for a week, and finished it with no problem whatsoever…. I had no Nintendo Power or any gaming literature to guide me, they were nonexistent in my country, and nobody else liked this type of game for the added language barrier, so I had no one to share tips with for me . But it wasn´t needed. Finding the man with the letter, the town hidden in the woods, the magic vial in the middle of the sea, everything flowed naturally back then, with no frustration that I can recall…. But get this, I owned Castlevania II, loved its atmosphere and all about it, but I got it for months without being able to progress beyond the first mansion. It was a miracle that somebody at my school had a cousin living in the USA and in a vacation got to ask him if he knew what to do. Crouching for ten seconds with the blue crystal will make the water go down? THAT was something I would NEVER had figured by myself! Nothing of this sort happened with Zelda II, which is a testament of Nintendo´s much more sound and sensible game design compared to Konami´s genre defying offering. But still I never liked Zelda II as much as Castlevania II… Go figure.
Anyway, thanks for the great read, Jeremy! Will be in the lookout for the next Anatomy of a Game you decide to undertake!

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By: whitestreak http://www.anatomyofgames.com/2013/04/18/the-anatomy-of-zelda-ii-xiv-in-conclusion/#comment-1466 Fri, 19 Apr 2013 08:01:33 +0000 http://telebunny.net/toastyblog/?p=7604#comment-1466 One invention you didn’t mention though:

The fact that in the last three or four dungeons there are large parts you don’t have to explore at all, they are just there to confuse you. This seems like a very realistic construction to me, but it means that you are really f*cked without a map. I cannot remember having seen it anywhere before or since (though I must admit, I’m not sure if I really miss it…)

And no mention of the music? It is brilliant.

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By: cartman414 http://www.anatomyofgames.com/2013/04/18/the-anatomy-of-zelda-ii-xiv-in-conclusion/#comment-1465 Thu, 18 Apr 2013 21:44:36 +0000 http://telebunny.net/toastyblog/?p=7604#comment-1465 Well, naturally. Zelda 2 was a case of genre shift, though. I’m more talking control methods. Motion control and stylus/touch rubbed some people the wrong way with respect to playing the series on the Wii and DS, respectively.

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