showing 4 games

namepublisher(developer) arrow_downwardyeartagsdescription
The Legend of Zelda Nintendo (Flagship Studios)1999 3dsvirtualconsole achillesheelfoes actionadventure amoeboids ancientenemy ballistics bossbattles cancelled cemetery centauroids chosenone currency doors fish forest foundmaps giantinsects gunblades heads healingstations healthwarning humanoidprotagonist illequipped insectoids inventory keys lethalobjects limitedcapacity meleeweapons monsters mountain noconsoleclassix nohumans otherworld prototype rewardingvandalism ruins secrets serious shinto shopping simulateddisorientation skeletonkey skeletons stonemen subterranean swords toopopular traproom trees undead unexpectedsituation walking waterfalls zelda zelda-universe Gather the Triforce Fragments, collect the weapons needed to defeat Gannon (its says "GANNON" in the game).Rescue the princess. Then do it again (1st Quest, 2nd Quest). This is an appropriately difficult action-adventure with minor puzzle elements and maze like dungeons. There are enemies on nearly every screen to be dispatched by sword, boomerang, arrow, bomb, flame, recorder (flute), and/or magic.

The original NES version that was to be published on Gameboy [b][color=red]C[/color][color=00A000]O[/color][color=D0D000]L[/color][color=orange]O[/color][color=red]R[/color][/b]. But after porting, people at Flagship thought that the original Legend of Zelda was too hard and set about dumbing it down. Rather than adding more dialog or a hint system, they chose to fundamentally change gameplay. With each dumb down step in a specific gameplay mechanic, the rest of the gameplay needed to be reworked to match. Soon the entire overworld was different and nothing fit together very well. Additionally the was the legitimate innate problem (as opposed to the aforementioned manufactured problems) of individual screens of the original being too big for the Gameboy Color screen. This could lead to the player not seeing things as important as doors and stairways. Note to developers, visually alerting players to important off-screen information is commonly called Radar. This can be a separate window on a status screen, a small overlayed window, an switchable HUD, or a fractional HUD showing only key info for short times as needed. Additionally the is the option of audio ques

In case no one has noticed, The Legend of Zelda series started out hard and subsequent releases are getting easier. Despite Flagship's concern over difficulty, the original LoZ has sold well in every market where it is offered on Gamecube & Wii. With a proper solution to the small screen, this game would not have been too hard (to popular) to publish.
[Zerothis]
labelminimizesubject
The Legend of Zelda: Fushigina Kinomi: The Chapter of Courage  Nintendo (Flagship Studios)2000 actionadventure cancelled chosenone fantasyworld fictionaluniverse humanoidprotagonist illequipped inventory lethalobjects limitedcapacity meleeweapons monsters noconsoleclassix secrets swords unexpectedsituation walking zelda zelda-universe This game in the USA was to be called the Mystical Seed of Courage. It is unknown at this time what the story revolved around. The other two games in this series focused on action and puzzles, so it presumable that this one focused on some other aspect of Zelda series gameplay. Most important to the game's history was the fact that it was part of the Trilogy with the story of other games taking place more or less simultaneously. The Mystical Seed of Power and Mystical Seed of Wisdom and this game were part of the "Triforce Series" developed by Flagship (a division of Capcom). The games could interact with each other. Therein is the reason for their cancellation. Using a cell phone based adapter was considered. Using game link cables was experimented with. But eventually it was decided to use a password system. But getting three simultaneous stories to interact via this password system proved to be too complicated. In the end, this game (unlike the other two), was simply canceled. labelminimizesubject
The Legend of Zelda: Fushigina Kinomi: The Chapter of Power  Nintendo (Flagship Studios)2000 actionadventure cancelled chosenone fantasyworld fictionaluniverse humanoidprotagonist illequipped inventory lethalobjects limitedcapacity meleeweapons monsters noconsoleclassix secrets swords unexpectedsituation walking zelda zelda-universe This game in the USA was to be called the Mystical Seed of Power. It featured color based puzzles. The story revolved around Ganon kidnapping Princess Zelda and Ganon's Theft of the Rod of Seasons. Most important to the game's history was the fact that it was part of the Trilogy with the story of other games taking place more or less simultaneously. The Mystical Seed of Wisdom and Mystical Seed of Courage and this game were part of the "Triforce Series" developed by Flagship (a division of Capcom). The games could interact with each other. Therein is the reason for their cancellation. Using a cell phone based adapter was considered. Using game link cables was experimented with. But eventually it was decided to use a password system. But getting three simultaneous stories to interact via this password system proved to be too complicated. In the end, everything about this game was retooled and it became the basis of Oracle of Seasons. labelminimizesubject
The Legend of Zelda: Fushigina Kinomi: The Chapter of Wisdom  Nintendo (Flagship Studios)2000 actionadventure cancelled chosenone fantasyworld fictionaluniverse humanoidprotagonist illequipped inventory lethalobjects limitedcapacity meleeweapons monsters noconsoleclassix secrets swords timetravel unexpectedsituation walking zelda zelda-universe This game in the USA was to be called the Mystical Seed of Wisdom. It featured more action combat than the other titles. The story revolved around the killing of the Maku Tree in the past and traveling between past and future. Most important to the game's history was the fact that it was part of the Trilogy with the story of other games taking place more or less simultaneously. The Mystical Seed of Power and Mystical Seed of Courage and this game were part of the "Triforce Series" developed by Flagship (a division of Capcom). The games could interact with each other. Therein is the reason for their cancellation. Using a cell phone based adapter was considered. Using game link cables was experimented with. But eventually it was decided to use a password system. But getting three simultaneous stories to interact via this password system proved to be too complicated. In the end, everything about this game was retooled and it became the basis of Oracle of Ages. labelminimizesubject
permalink