

Thankfully, every Zelda game starring Zelda got better from here on out. Moreover, despite sporting voice acting, most of Zelda’s Adventure lacks any accompanying soundtrack. The game, which utilizes real actors digitized into sprites (the same technique used to create Mortal Kombat) crawls along at a snail’s pace, and transitioning between screens takes several seconds. Reviews at the time called Zelda’s Adventure practically unplayable. The game also features a more classic Legend of Zelda inventory, but don’t assume that Zelda’s Adventure is an improvement over Wand of Gamelon. Zelda’s Adventure is another game that stars Zelda, but unlike the other CD-i Zelda titles, this one plays from a top-down perspective (just like the early franchise entries). While Zelda: The Wand of Gamelon and Link: The Faces of Evil are deservedly infamous, they aren’t the only Legend of Zelda titles on the CD-i. Moreover, despite featuring voice acting more than 20 years before The Legend of Zelda: Breath of the Wild, fans have rightfully panned the cutscenes in The Wand of Gamelon as being laughably bad. The titles are notoriously difficult and unfair, thanks to their overreliance on one-use items such as rope and lamp oil. The shopkeeper who sells Heart Containers and Bombs mistakenly calls the player "link" instead of "Link".įired projectiles from Deku Scrubs can travel through screen transitions.The Wand of Gamelon and The Faces of Evil are widely regarded as the worst Zelda games of all time, as well as some of the worst video games of all time. In addition, the spin attack originally created a hitbox around Link, not just around his sword.īecause recovering from falling down a pit does not seem to grant invincibility frames, you can be repeatedly knocked into the same pit by an enemy without having a chance to escape, since you would respawn on top of the enemy in question. Holding spin attack drops Link's speed to far below what it was in A Link to the Past, which is what I assume the move is based off of. The Stalfos enemies may take no knockback from sword slashes. You can throw held items during a screen transition (such as when leaving the grave sub-area), and you won't be holding it afterwards.

Entering has caused the program to hang as well.

However, there are bugs that I'd like to mention.Īttempting to leave the bow dungeon can result in a fatal error. Very nice work and dedication to the original works.
