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In 2002, Nintendo released
a Game Boy Advance port of A Link to the Past, developed by
Capcom studio Flagship, the creators of Oracle of Ages/Seasons
and The Minish Cap. The original game was released in 1992, 10
years earlier, so the fact the graphics and gameplay stand the test of time
is quite striking. The main
differences, visually, are that the view has been cropped to
accommodate the different aspect ratio of the GBA screen, and
that the palette used is lighter to compensate for the original
GBA's lack of a lit screen. The new version comes with the
option to darken the palette for those with a GB Micro, GB
Player or DS.

The gameplay is, for
the most part, identical to the SNES original, but there are a couple of extras to be found,
and a few control
changes because the
console lacks X and
Y buttons, though because the L
and R buttons were only
used for map
manipulation in the SNES
version, Nintendo didn't
have to make many
concessions. The main gameplay
addition to the GBA
update is the inclusion
of a new multiplayer
mode called Four Swords,
which provided the basis
of the gameplay for Four
Swords Adventures and
the storyline for The
Minish Cap. Fans are
split as to whether Four
Swords can be considered
a Zelda game of its own,
though we believe that
its limited storyline
and multiplayer-only
nature should
characterise it as a
spin-off, rather than
part of the main series.
However, the game can be
seen as more than just a
fun multiplayer romp, as
advancement can unlock
extras, such as a brand
new dungeon, in A Link
to the Past.

The
graphical style of Four
Swords was made to fit
in next to The Wind
Waker, a game which was
released around the same
time as this Advance
update. This makes the
transition between the
ALttP and Four Swords a
little jarring,
especially as they tie
in together, but the
design decision is
understandable. The aim of
the game is to get more rupees
than your team mates, while using
team work to get past the tougher obstacles.
Maybe a switch needs to be held
down to allow your 'team' to cross a bridge. Are you
going to stand on it to let the
others go past, knowing that its
the only way to get across, yet
also knowing
that there's also a chance of them not
pressing the other switch to let you go across?
This paradoxical game style
introduces devious tactics and
multiplayer mayhem into the world
of Zelda.
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