There’s a reason that 99% of the old Nintendo games you find don’t have a manual- because almost nobody read them, you just dived right into the game and either sank or swam. If you did need a hint, you were going to ask somebody or look in a Nintendo Power, so the manuals got quickly tossed aside and forgotten. Most modern games have built in tutorials, where they walk you through the first level or two, ensuring you have the mechanics and direction to not wander around lost or subject yourself to repetitive deaths. But the majority of games in the NES day lent themselves to self explanation- they had 2 buttons and a directional pad, how hard was it going to be to figure out Mega Man without the manual? But even at the time, The Legend of Zelda was something different.
The commercial was not. It was exactly as bad, if not worse, than most other Nintendo commercials of the day.
The Legend of Zelda appears in the top 2 of any self-respecting Best of the NES list, at this point remembered more for impact and influence than the actual game, which is unfortunate. It’s sequel, in terms of gameplay, was the SNES’ A Link to the Past, which is much more highly regarded these days than the original. This makes sense, A Link to the Past is very much a modern game, with in-game tutorial and direction to help guide players of all skill levels and motivation. The original, on the other hand, just drops you into the middle of a wide new world, says “IT’S DANGEROUS TO GO ALONE! TAKE THIS.” and hands you a sword. The rest you have to figure out on your own, because the game isn’t going to give you any clues more transparent than “DIDONGO DISLIKES SMOKE” or “MASTER USING IT AND YOU CAN HAVE THIS”.
The Legend of Zelda was one of my favorites as a kid, and for a lot of others as well, because it didn’t feel like any other game. It wasn’t like you just had to figure out the timing of jumping from platform to platform and how to use your blaster, you were given a fresh world to explore, and you had to make a go of it, with the only limits to how far from home you could go being your own courage and whether or not you could survive. Since then, the series has become one of the most popular in video game history. A whole host of Zelda games have followed, but none ever captured the feel of the first in terms of making it’s world seem strange, new and hostile. In this regard, the true successor to The Legend of Zelda is a love/hate indie game that most people are at least passingly familar with at this point: Minecraft.
Minecraft does no hand holding. No tutorials, no instruction, no nothin’. Just a fresh world to explore, and to build and craft whatever you can out of it. If you’ve never played it or aren’t familiar, the gameplay runs like this: The entire world, which expands nearly infinitely (it can theoretically create a world the size of Venus, though the limits of computing and the necessary human time to explore a world this large make the playing area much smaller), is made up of blocks(your player is about 2 blocks high, for scale) which represent dirt, sand, trees, water, coal, and so on. You start the game in the morning in a totally fresh and undeveloped world, with wild animals distributed throughout. The geography is realistic, with rivers, hills, mountains, valleys, ravines and caves.
You can wind up starting in any biome with it’s own mix of animals and resources; Desert, Forest, Jungle, Tundra, Plains, and so on. You collect blocks, and use them to create other things- your first move will be chopping down a tree by hand to build yourself some crude tools so you can start mining stone and dirt to build a shelter, which you will need for reasons that quickly become apparent at dusk. At night, monsters come out and try to kill you. Zombies, skeletons, giant spiders and Minecraft’s unofficial mascot, The Creeper.
The first time I played Minecraft, I immediately thought of the first Legend of Zelda. It’s an overwhelming similarity of feeling, the world is strange, new and hostile, and ultimately yours to decide what to do with. If you weren’t even determined to finish Legend of Zelda, you could still spend an incredible amount of time poking around in it’s nooks and crannies, blowing up rocks and burning bushes to see if there’s a hidden cave underneath. What you find may or may not bring you closer to finishing the game, but a lot of stuff is going to try to kill you along the way. The stronger you get, and the more items you accumulate, the wider and longer you can safely survive out in the world. If that doesn’t sound like Minecraft, I don’t know what does.
The creator of Minecraft generally credits 2 or 3 games as being his inspiration, and none of them are the Legend of Zelda, but spiritually speaking, it is Minecraft’s true ancestor. The original NES Zelda was so stark and daring that even it’s sequel, The Adventure of Link, didn’t attempt to emulate it, and the games that eventually did added in an awful lot of hints and instructions. It took an independently designed and published computer game 25 years later to capture the same feeling of limitlessness, and to trust it’s players’ intelligence enough to simply plop them down somewhere totally foreign and let them go wander off and figure things out for themselves. Although, it might be nice if every once in awhile in Minecraft, you dug through the wall of a new cave system and an old man was waiting to tell you this:
Some of you may have noticed NEStalgia Week is in overtime. The response has been great, and I’ve been enjoying it, so rather than be constrained by the calendar, I’ll be finishing it up and posting the final 3 articles over the next couple days. And look for more retro-gaming content regularly on Htopia going forward!