You're not wrong that mechanically it's rough around the edges, but consider the scale and scope of the game at the time it was made (2 loops with entirely unique game worlds and dungeons!) and how freeform progression through dungeons could be, and I think it can be forgiven for its imperfections. Also note that at the time many games already existed that expected the player to draw their own maps (dungeon crawlers such as the Wizardry games) so I suspect there was some degree of expectation that the player would make notes while playing. Or, that you'd chat with friends playing the game and compare notes.To Far Away Times wrote: ↑Thu Aug 29, 2024 5:58 pmSure I could draw a real life map and cross off every single tile that I checked, but does that make for an enjoyable experience? Maybe if I played it in the 80's I would have looked at it differently, but through a 2024 lens it's pretty rough.
For what it's worth, trees can be ignored until you have the red candle, which vastly speeds up finding secrets in trees. It's only finding entrances via bombs that's really a nuisance (though the Red Candle shows up in Level 7, positioned too late in the game imo). If the game had some way of poking walls or trees to figure out if there was a secret under it, that would've entirely solved the issue. Once you have an idea of where everything is, that removes a very rough element, and you can appreciate the freedom of which dungeons to do in which order more easily. Using a guide just for the world map and not for the dungeons would be a good compromise.
Dungeon rooms are much less of a hassle as there's only a handful of walls to check in each room and often bombs are easy to refill in dungeons (moreso than from random enemies outside).
edit: The only really mission-critical stuff you can find by bombing or burning stuff are heart containers and dungeons, and you don't even need all the heart containers to beat the game. There's only like 2 hidden behind bombing and 1 behind a tree, with the dungeons in the first quest being more conspicuous. One of the dungeons in loop 2 is particularly rough to find, being in a very nondescript wall, but at least you don't have to bomb it each time you enter the screen or something!
I agree with the comments about Link's Awakening being high quality. My only complaint was that it was a bit too easy, and also that the items that provide power or defense boosts until you get hit 3 times change the music so you can be stuck hearing that way too much.
I actually never got to own a copy of the GBC games so I'm currently playing through them on Switch. Question for vets: is there a recommended order? Do I play through them both twice, alternating which I start with? I've been made aware there's a password system as well, anything weird worth knowing about?