I’m
continually amazed that the Legend of Zelda series – as a whole –
hasn’t broken any new ground in story telling yet still remains
playable and fun no matter what medium it exists on.Really, it’s been the same thing since 1987 – save the
Princess, save the mythical land of Hyrule, shoot arrows, drop bombs, go
into the “Fairy Bottling” business, fray the nerves of nearby
friendlies with Link’s constant Ocarina practice, and so on.To change things up Capcom has given Link the power to shrink to
near microscopic size – actually hinges the story and a lot of the
gameplay on this ability – and makes it work.
The
story behind the Minish Cap opens with child Link sent to the castle to
deliver a sword.Soon
after, a new bad guy named Vaati appears and once again Link is put in
charge of banishing the evil that threatens all of Hyrule.
To
aid him along the way and offer some direction is Link’s talking hat,
whose origins are somewhat mysterious until later in the game.Acquiring the hat is Link’s ticket to tiny-ville and the chance
to converse with members of the Picori folk (basically smaller Smurfs)
whose main purpose is to manufacture kinstones, break them in half, hide
one piece, then wait for someone (i.e. you) to match kinstones with
them.Once stones are
matched up something “good” or “lucky” happens, such as a
beanstalk sprouting up to the clouds or a treasure chest appearing
somewhere on the map.Matching
kinstones is entirely optional though. I
can think of only one occasion where matching kinstones is required.
Link
compiles the usual accoutrements of items along the way.The boomerang, a bow, lantern, bombs, etc.The only really new items are the gust jar, which can suck up
just about anything, and the Roc wings, which pave the way for jumping
puzzles.Link can have two
items equipped at any one time: one to button A, one to button B.The right shoulder button is permanently assigned to make Link
roll and the left shoulder button initiates kinstone sessions.This setup necessitates quite a bit of pausing to switch items,
it doesn’t feel distracting from the overall experience.
The
wizards at Capcom have crammed the Minish Cap full of stuff to do.Hidden items, trainers, dungeons, Picori collectives are all over
the place.In fact, when I was stymied on the final boss I spent a few
hours just poking around and discovered a lot of stuff I had
overlooked
or completely missed, including a few trainers that provide the
knowledge for a few combo moves, like using the Roc cap to jump then
smashing down with the sword.It’ll
take a long time for even experienced players to find every possible
item and learn every move.
The
visual style is not much different than the GBA/GC hybrid Four Sword
Adventures.Or Oracle of
Seasons (on the GBA Color) or Link to the Past.It’s a very comfortable fit for the GameBoy Advance and the
animation manages to be very detailed.
Legend
of Zelda: The Minish Cap is another great addition to the franchise and
GBA owners and Zelda fans won’t be disappointed.