The Legend of Zelda: A Link to the Past Game Boy Advance Review

With the capabilities of the Game Boy Advance, Nintendo has brought forth a bunch of classic Super Nintendo games to the system and it was only a matter of time before The Legend of Zelda: A Link to the Past joined the fray. It brought a little friend though, a multiplayer game that requires you to be connected to one to three other people in order to solve puzzles together. There is no way to play that mode alone and its sad considering that I bought this iteration of Link to the Past for that game on top of the fantastic base game.

On the surface, this version for the Game Boy Advance and its Super Nintendo counterpart are near identical games. You can now shoot pots with arrows, break them with hammers and smash light rocks with them. Signs now slice in half with your sword. The color pallet is brighter for the original Game Boy Advance’s dark screen. These are the sort of upgrades we’re looking at.

The dark world now contains an exclusive dungeon full of remixed boss fights and an alternate ending. The problem is you need to have gone through Four Swords to enter it. As someone that will never play Four Swords with anyone else, this feels like I’ve been cheated out of a dungeon and something that would enhance my opinion of the game.

There are a batch of other minor gameplay tweaks, but nothing that jumps out to make this version superior. Here I am talking about which is the better version, when if you want a portable version of A Link to the Past, here you go complete with a new game tacked on. With all of the improvements to other games,

The story has humble beginnings, you are but a child that hears a voice in bed during a rainstorm. It is Princess Zelda summoning you to rescue her. The rescue is quick and on the way you meet your dying uncle that heed the call before you. He bestows you with his sword and you’re on your way in a daring one man invasion of a castle crawling with guards on the lookout for anything suspicious.

You quickly find the princess, and rescue her from a mace swinging guard that the original system was never capable of doing. The story plays out and Zelda is safe, but you have an evil foe named Agaahnim to stop in the land of Hyrule. With the engaging tutorial out of the way, the storm clouds dissipate and you’re free to roam around the over world.

With the world open to you, there are many areas to explore. The lost woods, a town, a desert, a lake and death mountain itself. At first you’ll need three pendants before you challenge the evil force and each one is within its own palace. Hyrule itself is a rich, diverse land to wander around in. Its tough to find a dull moment. Everything has a puzzle or some sense of mystery to it. Hidden rooms, ghost boys, attacking chickens to cause an onslaught of chickens attacking you.


The original game had a series of rooms that were one screen each, but in a Link to the Past, these rooms are big and there are multiple floors. Some areas even have walkways for you to jump down from to a lower level. It turns every labyrinth into a fun challenge. You can always locate a compass to show you the boss and major item found in each palace. A map shows you a room layout. Doors are locked, some require typical keys others need a big key to proceed further. There are cracked walls that you can bomb to see what’s inside and shutter doors that will open under certain circumstances such as defeating all the enemies in a room or solving a puzzle.

Items are always rich in usefulness and you can equip an item by going into the game’s menu. Each of the game’s many items serves as a way to progress. The power bracelet lets you pull and push objects. The boots let you run and ram things out of trees. The hammer pounds enemies and breaks through masks or shields. The boomerang is back and its an easy way to stun enemies or retrieve distant items, but outside of its diagonal ability, it becomes obsolete with the game’s new hook shot that you can use to cross large gaps.

You’ll come across upgrades and enhancements to your sword and tunic that let you do more damage and take less of it. There are a few ways you can find them, the first of which is searching through the lost woods for the legendary master sword, but its the lost woods for a reason, you need to find your way through the mysterious fog and haze to a clearing with a glow of light shining down. Other methods for upgrading include having specific fairy springs bless them.

The sword itself has a few techniques. Your slash alone attacks a ninety degree radius to the side, but you can also stab forward with it. If you hold the sword attack it will charge and when released Link will circle. Its effective for hitting tough enemies or mowing eight tiles of grass around you. Having full health and the right sword will send a beam of energy out.

There are three destructive spells that kill everything on the screen, lighting them on fire or electrocuting them. Within the dark world there are a few places that require these to progress. Its all just another method to get further in the game. There are other items that use magic as well, such as fire and ice wands. Then you come across a staff that makes blocks and you can use them for puzzle solving or turn them into four fireballs. Its a rich and diverse game when it comes to puzzles and combat.

With a game so vast, you get a map of the two outside world that should guide you where you need to go, without telling you how to get there. You’ll come across barriers, either gaps, rocks, water and so on that impede your way. Link has no way to jump, but he can obtain flippers to swim through deep blue water rather than walking through lighter colored shallow water. Before you ever reach the first evil mastermind, you come across a mirror that will let you shift between light and dark worlds. This is where things get interesting. The dark world has everything twisted and having it before the first final boss is a stroke of genius to hint that the game goes deeper than three mere palaces.

Outside of palaces there are plenty of tunnels and caves to explore. Zelda is really a game of exploration and discovery. There are usually quarter heart containers scattered throughout the land. Finding four will give you an extra heart of health to take more damage. The average amount of damage is half a heart and you start with three, but you can garner several more. You find things along the way that benefit you. Whether its rupies for currency or hearts to refill your health, there’s a chance of something that gets dropped by an enemy or uncovered beneath a shrub or pot.

Once you stop the first evil mastermind, you’re snatched from the light world and thrown into the dark. That’s when the game goes deeper and you need to travel through bigger palaces. One of the best parts of having this open world is tackling the labyrinths as you see fit. All you need to do is get there.

The music and sound are good and still the iconic tunes, but they just sound different on the system. The music is similar yet slightly different with the change of the hardware and so are the sounds. Link now screams and has voices from Ocarina of Time.

A Link to the Past is an excellent and exceptional game, but I expected more frills to the core game that is already full of frills. While this is still every bit as good as the original Link to the Past, I’d still much rather be playing it on a television than the small portable screen.


One thought on “The Legend of Zelda: A Link to the Past Game Boy Advance Review

  1. Nice review. I bought this to replay ALTTP before playing the new (at the time) Link Between Worlds instead of playing the SNES version. Having it be portable, with the minor tweaks to UI, along with the additional game, made it more appealing to me. You can never put a price on the pure nostalgia of playing the original on console though. Have you played Link Between Worlds yet (hopefully I didn’t miss that review)?


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