| Legend
of Zelda: The Minish Cap
Review by Davo
June 2006
The 2006 Game Developer's Conference and E3 have come and gone
and, as usual, there were more games revealed than I could every
play in two lifetimes. One of the most exciting announcements at
both shows (for me, anyway) was Nintendo's unveiling of the new
Legend of Zelda game for the Nintendo DS, The Phantom
Hourglass. The upcoming DS game bears a strong visual resemblance
to the excellent Wind
Waker title on the Gamecube and appears to make clever
use of the dual-screen hardware and stylus controls. There's just
one problem: it's June 2006 at this writing, and the new game isn't
scheduled to release until the end of the year. What's a Zelda
fanatic to do in the interim? Well, you could start by playing
the Legend of Zelda: The Minish Cap, an outstanding Gameboy
Advance game that deserves every bit of its stellar rating.
Shrinky Link
In part, The Minish Cap reinforces the cliché that
everything old is new again. The Minish Cap recycles a number
of tried-and-true ideas that have been used in Zelda games
before. Gameboy Advance and SNES Zelda veterans will instantly
recognize the familiar tunes, interface, controls and overhead camera
view. These elements end up feeling fresh, however, because Nintendo
has wrapped them around an interesting new addition to the world
of Hyrule. Link now has the ability to shrink himself down to the
size of a flea and explore cracks, corners and crevices unavailable
to normal-sized folk. As it turns out, a hidden world exists beneath
the view of the denizens of Hyrule. A tiny race of elf-like creatures
known as the Minish live underfoot, collecting coins, thimbles,
matchboxes and other "giant-sized" detritus.
Shigeru Miyamoto, creator of the Zelda series, once pointed
out in an interview that the inspiration for the Legend of Zelda
came from his own exploration of fields, forests and caves as
a boy. Miyamoto said he wanted to capture the sense of wonder and
adventure he experienced as a child discovering mysterious, unknown
environments. The Minish Cap embodies the spirit of Miyamoto's
inspiration perfectly. You can't help but feel childlike wonder
as you explore the normal-sized world from the perspective of an
ant. Everything is exactly the same as it was when you were full-sized,
except for your perspective. It's amazing how this single addition
to the Zelda universe invigorates this most recent entry.
"Oh, the Places You'll Go and the Things You'll Do!"
Dr. Seuss
The Minish Cap begins with the familiar "rescue Princess
Zelda" story. That wacky Princess Zelda is at it again. She
manages to be in the wrong place at the wrong time, as usual, and
gets herself turned to stone by Vaati, an evil magician. Vaati,
who is a stand-in for Link's usual nemesis, Ganon, has some connection
to the Minish people. It's up to young hero Link to save the princess
and foil Vaati's evil plans. Link can restore order only by shrinking
and seeking help from the teensy Minish, who will speak only to
children without evil in their hearts. The story is a light and
whimsical affair that fits the colorful game world perfectly. The
core "rescue Princess Zelda" story maintains its viability,
at least in part, by avoiding heavy, dark, adult themes. The
Minish Cap's story is far more Discworld than Thieves' World.
If you're looking for a bleak, moody, adult-themed story, look elsewhere.
Story is somewhat beside the point, anyway. Although the story
is well-presented and fun to follow, it's gameplay that makes The
Minish Cap so enjoyable. There are so many things to do in the
game that are fun, intriguing and addicting. Frequently, you'll
experience all three at the same time.
You begin by exploring Hyrule looking for clues to guide you on
your quest. Early in the game, you acquire an annoying talking-bird
hat that allows you to shrink down to the size of an insect and
interact with the Minish. Spending time among the Minish is one
of the best parts of the game. Past Zelda games have utilized
light and dark worlds to add depth and variety. In previous games,
you would begin in a light world and enter the dark world halfway
through the game. The dark world was generally a wrecked mirror
image of the light version. It was a great device that made you
feel like you were playing a second game. The only downside was
that you had to play half the game to experience the alternative
world. In The Minish Cap, you experience the alternative
world at will. You can shrink down to Minish size anytime you want
to as long as you have your bird hat and you find a type of pot
that triggers the transformation. As soon as you shrink, you're
in the other world. Now you can wander through mouse holes, floor
cracks and sewer grates and interact with the Minish. As it turns
out, the Minish are everywhere. When you're outside, they're in
gardens, sewers and backyards. Inside, they're in fireplaces, attics
and basements.
Since The Minish Cap is a Zelda game, dungeons are
a critical part of the package. Soon enough, you'll find yourself
delving into dungeons filled with wicked traps, mysterious puzzles
and difficult boss fights. The Zelda games have always maintained
an adventure game sensibility while being primarily action games.
Character movement and combat are purely action-based. You fight
enemies in real time, maneuvering for position, deflecting attacks,
looking for weak points and striking when the moment is right. At
the same time, you'll have to pay close attention to your environment
for critical clues. Enemies and bosses generally have some crushing
weak point that allows you to dispatch them with relative ease.
Figuring out that weak point, however, can be a real exercise in
mind-bending cleverness. You've got to think like an adventure gamer
but play like an action gamer.
This adventure game sensibility extends to the game's many traps
and puzzles, which are usually incorporated logically into the environment.
When you're in the wind maze, you'll come to an area where you have
to work your way across a wide chasm by jumping into a series of
tornadoes that spit you from one to another. Halfway across the
chasm, you'll encounter a row of air jets that blast you out of
the air and send you hurtling to the ground. You have to figure
out how to turn off the air jets so you can get across. The answer
is usually right in front of you. Good luck seeing it if you're
not paying attention very closelyand sometimes even if you
are. Even familiar puzzles are perfectly placed, in a nostalgic
kind of way. You may find yourself, for example, trying to work
through a graveyard with a repeating-screen maze. If you leave through
the wrong exit, it's back to the beginning of the maze. Repeating-screen
mazes are as old as the first Zelda game, but they are not
out of place here. They also embody the adventure-game feeling that
permeates the game. You don't need arcade skills to jump tornadoes
or navigate mazes. You have to think and pay attention. Trial and
error also plays a large role.
As with past Zelda titles, Link's tools are among the real
highlights of the game. You start with a sword but quickly accumulate
shields, bombs, boomerangs, wands and other devices. Some of the
tools are unusual, like a vacuum jar that can suck in enemies, rocks
and other environmental obstacles. The great thing about the tools
is that they usually serve multiple purposes. A tool that flips
objects may also prove useful for collecting distant items, fighting
bosses or crossing barriers. Boots that let you run really fast
also allow you to skim across poisonous swamps and explore previously
inaccessible areas.
Speaking of inaccessible and hidden areas, the game is filled with
them. As with all Zelda games, much of the fun lies in exploring
every inch of the landscape looking for secret places or ways to
get into areas you can see but not reach. Players who love exploration
will get the most mileage out of the tools. A cape that lets you
float across gaps and chasms may also allow you to glide into other
areas you couldn't reach earlier. You can have a lot of fun just
wandering around the landscape using bombs or the cape or some other
tool in random areas. Sometimes you'll even get lucky and open up
an unmarked hidden area. Most of the hidden spaces have environmental
clues, like a crack in a wall, pointing them out. A few, however,
have no clues. Experimentation is very important.
If you're a packrat at heart, The Minish Cap has a subgame
that you're just going to love. Throughout the game, you'll collect
mysterious objects that look like blue seashells. A merchant in
the main town will trade you the shells for a chance to use his
figurine machine. The machine is essentially a coin-operated toy
dispenser similar to the red-topped ones you see near supermarket
entrances. There is a percentage ratio assigned each time you use
the machine. The first time, you have a 100-percent chance of getting
a new figure. As you continue using the machine, your odds of getting
a new figure decrease. Each shell spent decreases your percentage
by one point. By the end of the game, you'll have something like
a 3-percent chance of obtaining a figure you don't already have,
and the shells become scarcer and scarcer. I don't usually bother
with side activities that add nothing to the story. Give me a new
dungeon or a new item, and I'm in. But I love miniatures and was
completely addicted to this particular subgame. There are more than
100 figurines depicting characters and scenes from the game. You
can collect bosses, enemies, friends, locations and other people
and events you've come into contact with on your quest. I mismanaged
my shells early in the game and ended up putting in an extra six
hours or so of play time at the end scouring fields, caves and forests
for more shells to complete my figurine collection. If you have
any propensity for collecting, it becomes a bit of an obsession,
really.
But waitthere's more. The game also channels your inner scavenger
hunter by scattering kinstones all over the landscape. Kinstones
are Minish coins that have been cut in half in a variety of configurations.
When you encounter one of the Minish, you can ask him if he wants
to match kinstones with you. If you possess a matching kinstone,
you'll unlock additional hidden areas, heart pieces or quest objectives.
Once again, you'll have to pay close attention to your environment.
Later in the game, you'll be able insert kinstone pieces into wall
slots to find even more hidden stuff. The kinstones come in common,
uncommon and rare varieties. As you might expect, the rare ones
are hidden in the most devious places.
Graphically, the game looks outstanding on the Gameboy Advance
and takes advantage of everything the hardware can produce. The
world is presented in a vibrant and well-drawn style that fits the
game perfectly. The Minish viewpoint is especially suited to the
art style. It's really fun to walk through a garden and see Link
disappearing under leaves and blades of grass as you look down from
your bird's-eye view. When Link is in Minish form, you'll play him
in one of two modes. In one mode, he appears normal-sized, but the
environment is gargantuan. Blades of grass are as big as trees,
and berries are as enormous as hot-air balloons. In the other mode,
the environments are unchanged, but Link is a few pixels tall. It
would be easy to lose track of Link in this mode had the developers
not come up with a clever solution: When Link is tiny, a thought
bubble with a picture of his face follows him around wherever he
goes. The bubble is tethered to Link's head, so you always know
exactly where he is.
Musically, the game mixes old and new tunes in a very appealing
presentation. The quality of the musically compositions is especially
worth checking out. Sound is a bit tinny on the Gameboy Advance,
but it isn't really a problem unless you're fanatical about audio
quality. Even with the hardware limitations, many of the tunes manage
to come across as grand and sweeping.
Picking Nits
Is there any bad news? Honestly, I feel like it would be extremely
picky to say there was anything about this game that I didn't like.
However, if you don't like Zelda games, then it's unlikely
you'll find anything here to convert you.
I suppose you could say the game is a tad on the short side when
compared to other Zelda games. You could work through the
main quest in about 15 hours if you ignore all of the side missions
and collectibles. But few Zelda fans are going to skip these
optional quests, which generally provide real benefits in the sense
of extra life hearts, hidden weapons and useful tools. Hunting down
even half of the side-quest stuff should add at least another 10
hours of game time. Collecting the figurines takes another five
or ten hours. If you add it all up, there's a good 30-plus hours
of game time here.
Some of the end-level boss fights are hardreally, really,
toss-your-Gameboy-down-in-frustration hard. But that's always been
the case with Zelda games and hardly a negative unless you
hate difficult boss fights. Boss battles are always hard in Zelda
games, and some puzzles are so difficult that you could spend
days stuck in one dungeon. The boss battles may be the real deal-breaker
for traditional adventure gamers. You need some arcade reflexes
to beat many of the bosses. Although nearly every boss battle comes
down to some core weakness that you can exploit, you still need
midrange arcade skills to pull off some of the more complicated
attacks. And, admittedly, some of the puzzles are obscure and difficult
enough to vex all but the most experienced players.
Step Away from the Next-Generation Console and PC!
The Legend of Zelda: The Minish Cap is pretty amazing. I
have an Xbox 360 and I just got a shiny new PC. I'm on the cutting
edge of technology. But when I think of all the games I've played
over the past six months, The Minish Capa Gameboy Advance
gamerises right to the top of my list. It's just that good. 
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forum to discuss this game
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The Verdict
The Lowdown
Developer: Nintendo
Publisher: Nintendo
Release Date: January 10, 2005
Available for: 
Four Fat Chicks Links
Player
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